Post by sirus on Jun 30, 2012 2:43:24 GMT
Greetings,
I was having trouble with the other mission I was working stalled and I realized since the players have not seen any classic DW I could borrow ideas from the classic show.
This idea sprang to mind and as I have no idea if any of the players will play the doctor I had to write it for both situations.
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 Renactment
The bus drops the players off on the edge of a large fireld. Nearby they can see a sign that reads "Dwight COuntry Anual Civil War Renactment and Festical".
On either side of the field, the north end and the south end, are clusters of tents and activity. An old wooden fence runs down the length of the field, east to west, effectivly deviding it in half.
There is a strong smell of gunpowder in the air.
<If the Doctor is in this game the TARDIS lands quite roughly and shortly after he steps out phases out. Based off the way it phases out he will quickly realize that there is some sort of temporal interpherence causing the problem. When the interference stops the TARDIS should return>
The Union Encampment
The union camp is on the northern end of the field. From the moment the players enter camp they are treated with suspicion. A high enough presence/convince roll will allow a player to simply explain away why they are not dressed properly.
It becomes obvious quickly that the actors are taking their job to seriously. Several appear freshly wounded and an the more aware players will notice that the soldiers appear to loading their weapons with real ammunition.
The players can talk to pretty much anyone, all of the people in the camp seem totally unaware of the current date and only know that they have to win the war. They will react aggressivly to any argument about the war being over.
(All of the people in camp have base human stats -1.)
Locations
Mess Tent: The mess tent smell strongly off coffee and oats. The only thing to eat seems to be a hard sort of bread the locals call "tooth dullers" or "sheet iron". However the coffe is very strong, though it does have an odd earthy taste. Here they hear talk of a few soldiers going missing at the old stone church not far from the camp.
Medical Tent: The medical tent is a bit of a horror show. (Everyone must roll a resolve/medicne to not get sick. Those who have worked in the medical profession or who are aliens get a +2 to this roll.)
Inside are many injured soldiers. There is a large barrel in the corner with a handful of limbs that have been removed. The stentch is almost unbearable.
It is a true civil war era medical tent with all the trimmings. It is quite clear once they enter this tent that for some reason this has stopped being an enactment and become the real deal.
CO's Tent: The CO is a huge burly man with fire red hair and a big bushy beard <his chracter sheet is below>. He welcomes the players as soon as they enter his tent. He is polite and jovial and dead set on winning the war. He will ebgin talking about the big attack in only a few hours when he will win the war. If the players push to hard to convince him of the year or that the war is already over he will promptly kick them out of camp for being crazy and dangerous thinking. <If the players manage not to argue with him about the current date or the war he will talk at great length about his military career and events that have led to this descisive battle before telling them he has to get back to work and asking them to leave.>
Scene 2 - The Church
The Church
Not far from the union encampment is a largeish stone church. After meeting the general the players should make for the church.
The church is a large stone building that looks well tended for it's age, though it does look slightly worse for wear. Inside are eseveral rows of wooden pews with a large pulpit. Behind the pulpit are both the union and confederate flags.
The church is surprisingly modern with indoor plumbing and toilets.
There is a small room just inside dedicated to the history of the area.
The church is watched over by an oldcare taker and his daughter. The old man is missing, but the players meet the daufghter quickly enough.
Locations
Sanctuary: The Sanctuary is the largest room with several rows of pews and a large pulpit. Both the union and confederate flags hang behind the pulpit.
Mueseum Room: In the small room dedicated to the history of the area the players meet the daughter of the caretaker. She is not affected by whatever it is that has driven the others to believe it is the civil war and will explain that she has no idea what has caused it. She will also explain that around the same time this all started her father found a mysterious artifact in the woods. He went missing not long after that. If asked she will take the players to her father's office to show them the artifact.
Caretaker's Office: Inside a small rrom is a small desk, with a computer on it and an oddly shaped cube. The cube has several panels on it glowing gold softly. <Anyone from tech level 6 or higher will recegnize it as a damaged "senso-cube">
The caretaker's daughter will explain that it started to glow when her father tried to clean it. Since the problems at the civil war reenactment started about the same time she figured that they were related.
However when she tired to turn it off she noticed the control panel missing. The only other person that had been there was the Confederate CO Micheal Nathan Tanner
Scene 3 - The War
I plan to adlib this last part because I am unsure of the players reactions to the events thus far, so rather than a details discription I wiull give you all the notes about what will happen.
The players will have to go to the confederate camp where they will meet Micheal Nathan Tanner, thinking that they are union spies he will have them bound and put in the prisoner tent. In the tent they will at last meet the old care taker. Here they will learn that they old man found out what the cube was and had used it to breath more life into the enactment. This was originally going to be the last year due to dwindling interest and he had hoped that using the cube would add that extra spark to get people enterested again.
They learn that the control panel is in the Confederate CO's tent mand they will have to get it to stop the porgram before the union troups slaughter the confederate troups.
Just trhen the union attack begins and the players are able to escape. <if none of them have a knife to cut the ropes they will be freed by one of the troups and told to run.>
They will have to go to the Confederate CO's tent and retrieve the conrtol panel and return it to the cube and shut it down to stop the attack.
Once they suceed and return to the field they will find UNIT troups have closed off the area and launch an investigation of the area. When they learn of the players involvment in stopping the crysis they will be taken to UNIT HQ and offered jobs as independent problem solvers.
<if this is a game with the doctor when they return they are thanks by the villagers (no one died the program was desined to make people think others had died) and they are invited to a large party, which the octor skips)
Union CO Henry Joseph Tanner (His brother has the same stats)
Henry Joseph Tanner is a big beefy man. He has firey red hair and is at least 6 foot tall, is not more. He was a local butcher, but after vulenteered for the local civil war enactment as CO he seems to have lost his memory. He is now totally convinced he is a civil war general and must defeat the rebel forces.
His Brother Micheal Nathan Tanner was also a butcher, but when he vulnteered for the enactemtn began to believe that he was a confederate general.
ATTRIBUTES:
Awareness: 4
Coordination: 3
Ingenuity: 3
Presence: 4
Resolve: 4
Strength: 3
TRAITS:
Good-
Brave (minor): Henry has believe he has seen a lot of combat in his time. He is unwilling to back down.
Tough (minor): Henry is a large beefy man. He is quite strong and not easy to knock down.
Bad-
Amnesia (minor): Henry can't quite remember his real life. He sometimes dreams of his life as it was in 2012, but for some reason can't reacll enough of it.
Code of Conduct (minor): Henry believe himself to be a civil war general and holds himself to the union officer code of conduct.
Distinctive (minor): Henry is a large man with firey red hair and a long red beard, he tends to stand out.
Hypnotised (major): Henry fully believe that the year is 1864 and he is a union general who has to win the war, though he cannot remember why.
Obligation (major): Henry believeds himself to be a Union General and holds all the same obligations to the union and winning the war.
Obsession (major): Winning the war.
SKILLS:
Athletics 3
Convince 3
Craft 2
Fighting 4
Marksman 4
Medicine 2
Survival 2
TECHNOLOGY LEVEL: 4
STORY POINTS: 4
I was having trouble with the other mission I was working stalled and I realized since the players have not seen any classic DW I could borrow ideas from the classic show.
This idea sprang to mind and as I have no idea if any of the players will play the doctor I had to write it for both situations.
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 Renactment
The bus drops the players off on the edge of a large fireld. Nearby they can see a sign that reads "Dwight COuntry Anual Civil War Renactment and Festical".
On either side of the field, the north end and the south end, are clusters of tents and activity. An old wooden fence runs down the length of the field, east to west, effectivly deviding it in half.
There is a strong smell of gunpowder in the air.
<If the Doctor is in this game the TARDIS lands quite roughly and shortly after he steps out phases out. Based off the way it phases out he will quickly realize that there is some sort of temporal interpherence causing the problem. When the interference stops the TARDIS should return>
The Union Encampment
The union camp is on the northern end of the field. From the moment the players enter camp they are treated with suspicion. A high enough presence/convince roll will allow a player to simply explain away why they are not dressed properly.
It becomes obvious quickly that the actors are taking their job to seriously. Several appear freshly wounded and an the more aware players will notice that the soldiers appear to loading their weapons with real ammunition.
The players can talk to pretty much anyone, all of the people in the camp seem totally unaware of the current date and only know that they have to win the war. They will react aggressivly to any argument about the war being over.
(All of the people in camp have base human stats -1.)
Locations
Mess Tent: The mess tent smell strongly off coffee and oats. The only thing to eat seems to be a hard sort of bread the locals call "tooth dullers" or "sheet iron". However the coffe is very strong, though it does have an odd earthy taste. Here they hear talk of a few soldiers going missing at the old stone church not far from the camp.
Medical Tent: The medical tent is a bit of a horror show. (Everyone must roll a resolve/medicne to not get sick. Those who have worked in the medical profession or who are aliens get a +2 to this roll.)
Inside are many injured soldiers. There is a large barrel in the corner with a handful of limbs that have been removed. The stentch is almost unbearable.
It is a true civil war era medical tent with all the trimmings. It is quite clear once they enter this tent that for some reason this has stopped being an enactment and become the real deal.
CO's Tent: The CO is a huge burly man with fire red hair and a big bushy beard <his chracter sheet is below>. He welcomes the players as soon as they enter his tent. He is polite and jovial and dead set on winning the war. He will ebgin talking about the big attack in only a few hours when he will win the war. If the players push to hard to convince him of the year or that the war is already over he will promptly kick them out of camp for being crazy and dangerous thinking. <If the players manage not to argue with him about the current date or the war he will talk at great length about his military career and events that have led to this descisive battle before telling them he has to get back to work and asking them to leave.>
Scene 2 - The Church
The Church
Not far from the union encampment is a largeish stone church. After meeting the general the players should make for the church.
The church is a large stone building that looks well tended for it's age, though it does look slightly worse for wear. Inside are eseveral rows of wooden pews with a large pulpit. Behind the pulpit are both the union and confederate flags.
The church is surprisingly modern with indoor plumbing and toilets.
There is a small room just inside dedicated to the history of the area.
The church is watched over by an oldcare taker and his daughter. The old man is missing, but the players meet the daufghter quickly enough.
Locations
Sanctuary: The Sanctuary is the largest room with several rows of pews and a large pulpit. Both the union and confederate flags hang behind the pulpit.
Mueseum Room: In the small room dedicated to the history of the area the players meet the daughter of the caretaker. She is not affected by whatever it is that has driven the others to believe it is the civil war and will explain that she has no idea what has caused it. She will also explain that around the same time this all started her father found a mysterious artifact in the woods. He went missing not long after that. If asked she will take the players to her father's office to show them the artifact.
Caretaker's Office: Inside a small rrom is a small desk, with a computer on it and an oddly shaped cube. The cube has several panels on it glowing gold softly. <Anyone from tech level 6 or higher will recegnize it as a damaged "senso-cube">
The caretaker's daughter will explain that it started to glow when her father tried to clean it. Since the problems at the civil war reenactment started about the same time she figured that they were related.
However when she tired to turn it off she noticed the control panel missing. The only other person that had been there was the Confederate CO Micheal Nathan Tanner
Scene 3 - The War
I plan to adlib this last part because I am unsure of the players reactions to the events thus far, so rather than a details discription I wiull give you all the notes about what will happen.
The players will have to go to the confederate camp where they will meet Micheal Nathan Tanner, thinking that they are union spies he will have them bound and put in the prisoner tent. In the tent they will at last meet the old care taker. Here they will learn that they old man found out what the cube was and had used it to breath more life into the enactment. This was originally going to be the last year due to dwindling interest and he had hoped that using the cube would add that extra spark to get people enterested again.
They learn that the control panel is in the Confederate CO's tent mand they will have to get it to stop the porgram before the union troups slaughter the confederate troups.
Just trhen the union attack begins and the players are able to escape. <if none of them have a knife to cut the ropes they will be freed by one of the troups and told to run.>
They will have to go to the Confederate CO's tent and retrieve the conrtol panel and return it to the cube and shut it down to stop the attack.
Once they suceed and return to the field they will find UNIT troups have closed off the area and launch an investigation of the area. When they learn of the players involvment in stopping the crysis they will be taken to UNIT HQ and offered jobs as independent problem solvers.
<if this is a game with the doctor when they return they are thanks by the villagers (no one died the program was desined to make people think others had died) and they are invited to a large party, which the octor skips)
Union CO Henry Joseph Tanner (His brother has the same stats)
Henry Joseph Tanner is a big beefy man. He has firey red hair and is at least 6 foot tall, is not more. He was a local butcher, but after vulenteered for the local civil war enactment as CO he seems to have lost his memory. He is now totally convinced he is a civil war general and must defeat the rebel forces.
His Brother Micheal Nathan Tanner was also a butcher, but when he vulnteered for the enactemtn began to believe that he was a confederate general.
ATTRIBUTES:
Awareness: 4
Coordination: 3
Ingenuity: 3
Presence: 4
Resolve: 4
Strength: 3
TRAITS:
Good-
Brave (minor): Henry has believe he has seen a lot of combat in his time. He is unwilling to back down.
Tough (minor): Henry is a large beefy man. He is quite strong and not easy to knock down.
Bad-
Amnesia (minor): Henry can't quite remember his real life. He sometimes dreams of his life as it was in 2012, but for some reason can't reacll enough of it.
Code of Conduct (minor): Henry believe himself to be a civil war general and holds himself to the union officer code of conduct.
Distinctive (minor): Henry is a large man with firey red hair and a long red beard, he tends to stand out.
Hypnotised (major): Henry fully believe that the year is 1864 and he is a union general who has to win the war, though he cannot remember why.
Obligation (major): Henry believeds himself to be a Union General and holds all the same obligations to the union and winning the war.
Obsession (major): Winning the war.
SKILLS:
Athletics 3
Convince 3
Craft 2
Fighting 4
Marksman 4
Medicine 2
Survival 2
TECHNOLOGY LEVEL: 4
STORY POINTS: 4