Post by sirus on Oct 6, 2012 1:51:41 GMT
UNACO : Campaign 3
Black Plastic Box
Where
Crashed Alien Ship, Corn Field in the Middle of Nowhere Nebraska
When
About a week after the last adventure.
Plot
Build Up
The team is sent to investigate a crashed ship in the middle of nowhere, also known as Nebraska. Here they find a group of white plastic hazmat/military tents surrounding what looks like a massive metal shark fin sticking out of the ground. Closer inspection they find the tents abandoned and everything covered in a layer of dust. There is no power and nothing seems to be in working order. The equipment is all marked with the UNACO logo. In one of the tents they find a bunch of flashlights and high tech fuel cells. In another tent they find a tunnel leading to the entrance to the ship, it is very dark they will need the flashlights and it would be a good idea if they grabbed extra power cells.
Main Plot
The ship is derelict. The team my see movement out of the corners of their eyes if they roll well enough awareness checks. The ship has 5 key locations each is listed in more detail in "Places of Interest".
Places of interest
Tents
Abandoned white plastic tents. Each is filled with military and scientific equipment. It all has a layer of dust and debris over it. If they look the team can scavenge a small hand scanner and 3 or 4 flashlights with 6 or 8 power cells each good for a limited amount of time.
The Ship
Main corridor- The main corridor is a gloomy sight. There are a few flickering lights, but not enough to provide any real light. There are a few autons roaming about, but they keep their distance from the team. They are only there to observe the team. The corridor itself leads east and west. To the east is the crew quarters and a flight of stairs that lead up to the command deck; there is a single steady light coming from this way outside one of the crew quarters. To the west is the galley, medical bay, and a flight of stairs that lead to the lower level(Make sure they go east first, there is an NPC who will be vital later on.)
East
Crew Quarters - Each of these look like they've been abandoned for some time. They consist of a set of bunks, a set of lockers, a table, and a small bathroom complete with mirror. On every mirror written in faded red letters are the words "Nest Egg".
Command Deck - The command deck has lighting here works and the room is decently well lit. The walls are lined with rows and rows of disused computers. They are all extremely highdeck and most have no power. A single one still works and appears to have one of the crew's personal logs up. It talks about the crew not being who they say they are. Before they can finish reading it the screen flicks off. When they come back on again there is an extra person. He will stand staring blankly into space until someone touches him. He will then introduce himself as Jackson (he will start to say Saxon, but seem to change his mind after the x, kind of a "I'm sax- Jackson").
West
Galley – The Galley is in complete disarray, tables thrown against walls and debris all over the floor. There are several blank faced autons in this room with limbs missing. If the team enters the autons in the room will self terminate using their own hand blasters. If the autons self terminate the lights will go out and when they turn back on or the team turns on their flashlights any bodies will be gone. There isn’t much of use in this room, a few bits of bent silverware and the like, nothing of value.
Sickbay – (This is the most fraked up room on the ship, so be warned. You may want to skip it if there are sensitive players.) Sickbay is a disaster area. Mummified human corpses liter the floor (if there are children present these can be alien corpses, insects or something like that) with what looks like half a person (or insect) suspended in a tube of liquid. This is obviously what happened to the crew of the ship. Anyone with medical knowledge or knowledge (or the alien anatomy) can check the bodies. A good enough roll will show that they all died of severe burns and blunt force trauma. Jackson will refuse to go in the room and if forced will panic and begin jittering to himself. It will take a good resolve roll to stay in this room for any length of time.
Lower Deck
Engine Room – Once the team goes down the steps the door will close behind them and seal tightly. The engine room is a burnt charred mess. Melted autons cover the floor and when the team enter they will all turn to look at them. Jackson will begin acting more and more paranoid in this room. They can’t get to the room beyond right away because the hall between the two rooms is covered with water with a live wire connecting it. The team has to find the control panel and turn it off to proceed. It isn’t to hard to find, though it will take some creativity to turn it off.
Cargo Bay – The cargo is empty except for a tall cylinder in the middle. Inside floating in a perfect sphere is a glowing ball of some sort. This is the nestine in control of all of the autons. Jackson will run up to the case and remark on how beautiful it is before slumping over. After a few seconds he will get back up and turn to face the team. His eyes will be glowing the same color as the nestine. It is established here that the nestine has taken control of him and he will be fine if the crew does what he wants. The nestine will explain that it had been alone in deep space, dying, when it was found by the crew of this ship. The crew tried to heal it, but there was an accident and they all died. The nestine tried to get the ship to the nearest planet, but it was sucked into a singularity and deposited there.
End
This can end in a number of ways.
1- The team decides to help the nestine. In which case when they try to move the cylinder it will burst and the team will be forced to flee the cargo bay or be consumed by the molten plastic life form. Jackson unable to move or fight back is consumed. Once outside the cargo bay. The alarms will start to go off and every monitor that is working will start to count down. The team will have a very short amount of time to get out of the ship before it goes up.
2- The team decides they can’t help the nestine, and the promise to send help. The nestine won’t believe them and it will summon the rest of it’s strength to bring all of the remaining autons to the room. Jackson is released from the control of the nestine and will help. They are only at half strength so they get a –3 to every roll they make. Once the crew has escaped the alarms will go off and again they have a short time to escape before the place goes up.
3- The team refuse to help the nestine. This is unlikely, but if they do the result is the same as number 2 except this time Jackson fights on the side of the autons still under the control of the nestine (his stats become that of a normal auton with –3 to all rolls).
When the team is outside and safe they will hear and odd sound as the ship implodes on itself. From behind them they'll here a voice say something like "Looks like I'm a bit to late then". Nearby they'll see and odd man next to an odd blue box.
Big Bad
Nestine
Autons
NPCs
Jackson (Auton Duplicate of the Master) – An auton duplicate of the master created to observe the team at close range without risk. The master himself is in a second ship in orbit of the planet. If he is exposed as an auton he will self terminate by whatever means available. He appears to have no memory of the crash and is acts extremely child like, answer questions with questions and being generally unhelpful. His stats are the same as the masters, but he is acting like a fool so take that into account.
The Master's stats for this game
The Doctor (Scream of the Shalka) - Only shows up at the very end. Stats to come.
-
Black Plastic Box
Where
Crashed Alien Ship, Corn Field in the Middle of Nowhere Nebraska
When
About a week after the last adventure.
Plot
Build Up
The team is sent to investigate a crashed ship in the middle of nowhere, also known as Nebraska. Here they find a group of white plastic hazmat/military tents surrounding what looks like a massive metal shark fin sticking out of the ground. Closer inspection they find the tents abandoned and everything covered in a layer of dust. There is no power and nothing seems to be in working order. The equipment is all marked with the UNACO logo. In one of the tents they find a bunch of flashlights and high tech fuel cells. In another tent they find a tunnel leading to the entrance to the ship, it is very dark they will need the flashlights and it would be a good idea if they grabbed extra power cells.
Main Plot
The ship is derelict. The team my see movement out of the corners of their eyes if they roll well enough awareness checks. The ship has 5 key locations each is listed in more detail in "Places of Interest".
Places of interest
Tents
Abandoned white plastic tents. Each is filled with military and scientific equipment. It all has a layer of dust and debris over it. If they look the team can scavenge a small hand scanner and 3 or 4 flashlights with 6 or 8 power cells each good for a limited amount of time.
The Ship
Main corridor- The main corridor is a gloomy sight. There are a few flickering lights, but not enough to provide any real light. There are a few autons roaming about, but they keep their distance from the team. They are only there to observe the team. The corridor itself leads east and west. To the east is the crew quarters and a flight of stairs that lead up to the command deck; there is a single steady light coming from this way outside one of the crew quarters. To the west is the galley, medical bay, and a flight of stairs that lead to the lower level(Make sure they go east first, there is an NPC who will be vital later on.)
East
Crew Quarters - Each of these look like they've been abandoned for some time. They consist of a set of bunks, a set of lockers, a table, and a small bathroom complete with mirror. On every mirror written in faded red letters are the words "Nest Egg".
Command Deck - The command deck has lighting here works and the room is decently well lit. The walls are lined with rows and rows of disused computers. They are all extremely highdeck and most have no power. A single one still works and appears to have one of the crew's personal logs up. It talks about the crew not being who they say they are. Before they can finish reading it the screen flicks off. When they come back on again there is an extra person. He will stand staring blankly into space until someone touches him. He will then introduce himself as Jackson (he will start to say Saxon, but seem to change his mind after the x, kind of a "I'm sax- Jackson").
West
Galley – The Galley is in complete disarray, tables thrown against walls and debris all over the floor. There are several blank faced autons in this room with limbs missing. If the team enters the autons in the room will self terminate using their own hand blasters. If the autons self terminate the lights will go out and when they turn back on or the team turns on their flashlights any bodies will be gone. There isn’t much of use in this room, a few bits of bent silverware and the like, nothing of value.
Sickbay – (This is the most fraked up room on the ship, so be warned. You may want to skip it if there are sensitive players.) Sickbay is a disaster area. Mummified human corpses liter the floor (if there are children present these can be alien corpses, insects or something like that) with what looks like half a person (or insect) suspended in a tube of liquid. This is obviously what happened to the crew of the ship. Anyone with medical knowledge or knowledge (or the alien anatomy) can check the bodies. A good enough roll will show that they all died of severe burns and blunt force trauma. Jackson will refuse to go in the room and if forced will panic and begin jittering to himself. It will take a good resolve roll to stay in this room for any length of time.
Lower Deck
Engine Room – Once the team goes down the steps the door will close behind them and seal tightly. The engine room is a burnt charred mess. Melted autons cover the floor and when the team enter they will all turn to look at them. Jackson will begin acting more and more paranoid in this room. They can’t get to the room beyond right away because the hall between the two rooms is covered with water with a live wire connecting it. The team has to find the control panel and turn it off to proceed. It isn’t to hard to find, though it will take some creativity to turn it off.
Cargo Bay – The cargo is empty except for a tall cylinder in the middle. Inside floating in a perfect sphere is a glowing ball of some sort. This is the nestine in control of all of the autons. Jackson will run up to the case and remark on how beautiful it is before slumping over. After a few seconds he will get back up and turn to face the team. His eyes will be glowing the same color as the nestine. It is established here that the nestine has taken control of him and he will be fine if the crew does what he wants. The nestine will explain that it had been alone in deep space, dying, when it was found by the crew of this ship. The crew tried to heal it, but there was an accident and they all died. The nestine tried to get the ship to the nearest planet, but it was sucked into a singularity and deposited there.
End
This can end in a number of ways.
1- The team decides to help the nestine. In which case when they try to move the cylinder it will burst and the team will be forced to flee the cargo bay or be consumed by the molten plastic life form. Jackson unable to move or fight back is consumed. Once outside the cargo bay. The alarms will start to go off and every monitor that is working will start to count down. The team will have a very short amount of time to get out of the ship before it goes up.
2- The team decides they can’t help the nestine, and the promise to send help. The nestine won’t believe them and it will summon the rest of it’s strength to bring all of the remaining autons to the room. Jackson is released from the control of the nestine and will help. They are only at half strength so they get a –3 to every roll they make. Once the crew has escaped the alarms will go off and again they have a short time to escape before the place goes up.
3- The team refuse to help the nestine. This is unlikely, but if they do the result is the same as number 2 except this time Jackson fights on the side of the autons still under the control of the nestine (his stats become that of a normal auton with –3 to all rolls).
When the team is outside and safe they will hear and odd sound as the ship implodes on itself. From behind them they'll here a voice say something like "Looks like I'm a bit to late then". Nearby they'll see and odd man next to an odd blue box.
Big Bad
Nestine
Autons
NPCs
Jackson (Auton Duplicate of the Master) – An auton duplicate of the master created to observe the team at close range without risk. The master himself is in a second ship in orbit of the planet. If he is exposed as an auton he will self terminate by whatever means available. He appears to have no memory of the crash and is acts extremely child like, answer questions with questions and being generally unhelpful. His stats are the same as the masters, but he is acting like a fool so take that into account.
The Master's stats for this game
The Doctor (Scream of the Shalka) - Only shows up at the very end. Stats to come.
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