Well the first adventure was more on the fly and it introduced all the characters. Most of them are premade from the stats I found on here. The current team is Doc 11, Jack Harkness (pre-immortality), Willow Rosenberg, and a costume PC. I might post the stats being used on these characters a little later. The first adventure went over really well and I pretty much had to ad-lib it from sqare one. I based it off my old Civil War premiss only made it more of a Dark ages kind of thing. They managed to track the tech-tech back to the future where they bumped into the Master. he told them it wasn't time yet and sent them back, only made it so the tech-tech was never used so there was no trace of him left behind. He'll show up again later. In the end the TARDIS took off on it's own and that's where we left off. This weeks adventure I've had more time to work on and is in the post below.
This adventure is based heavily off of the Slender Man mythos and is designed to be scary. It has lots of creepy scenes and involves some death and stuff. Be warned.
--- The Adventure --- Setting The small town of Westridge Wisconsin, a former mining town. About 2 years ago all of the children in the town grew ill and most died, the few that survived lost all grasp on reality. The sudden surge of families moving away resulted in a lack of workers for the mine and before long it went out of business.
Most of the houses in the town have either been demolished or now stand in a state of near total disrepair.
An aura of fear hangs over the town and causes general anxiety and even insanity after long exposure. Most of the remaining members of the town can no longer be called sane as a result.
Places and people of interest
The only main buildings in any condition worth mentioning at all are the sheriff’s office, the bar, and the school.
Sheriff’s Office- An old crumbling brick building. It’s seen much better days. The wood around the windows is wheather stained and significantly warped with peeling paint on both the wood and the brick façade. Inside is not much better. Most of the electrical wiring is shot and sometimes lights flicker and turn off on their own. The Sheriff’s office is manned by Mickal Northsfeld and his son Noal. Mickal is in his late 50s and Noah is almost 30. Noah doesn’t talk much and Mickal talks less. They might be useful for gathering some information, but they won’t talk about the children. If the players return after the first sighting of the Operator they will find Noah has “left town” and the bloody remains of something in the only cell in the place (closer examination will reveal it to be a deer). Outside they will find the mark of the Operator painted in blood on the door.
The Bar- The Bar is probably the best kept building in town, it’s neon signs glow bright and it’s almost always open. The front is fake plastic wood and shows very little sighs of deterioration. The Bar is owned by Jonathan Swift, an ex-biker. He’s rough and tough and not afraid to spin a good tale or two if the costumer is buying. He’s probably the most with it person in the town and is almost always smiling. He’ll explain about the history of the town if asked and one of the characters buys a couple rounds something to drink. After the second sighting of the Operator by the team the Bar will be closed. If they break in they will find the lifeless body Jonathan, frozen mid laugh.
The School - The School has not aged a day since it was closed a couple of years ago. No dust has gathered and there is still writing on the chalkboards. The door is locked until after scene 1. The aura of fear is strongest here and it is here that the PCs will run into the Operator for the first time. If they get in much exploring before they are found by the entity they will discover that the door to the basement is fused shut. People who fail their fear checks here will hear the sound of children laughing and playing and the sound of ripping flesh.
The Plot- Scene 1- The TARDIS lands in a small mining town with a dark and troubled past. The team has to investigate to disable the psychic field that prevents the TARDIS from taking off once more. The PCs should investigate the town as they see fit. They can go to the main 3 buildings and talk to the locals. They will not run into any proxies in masks just yet, but the town folk aren’t very talkative. Most seem to be only barely aware of the PCs at all.
Scene 2 - After the PCs have had a chance to explore someone with a cell phone will get a call from a mysterious voice telling them that the key to the school can be found in the abandoned park, in the concession stand. Once the retrieve the key they should all roll awareness (easy), those that make it will notice the masked figure watching them from the bleachers, but will be unable to reach him before he disappears behind the shed.
From here they can go to the school. And explore there.
Scene 3 - In the School they will find some hints and clues in the forms of papers and drawings of the Operator. He appeared slightly before the children started growing sick. (The Doctor should roll an awareness + knowledge check for a difficult. If her makes it this will all seem very familiar to him) (Every room the team enters roll a d6. 1-4 a regular class room with regular things. 5-6 the enter a room and find the Operator.) (When the team final finds him they will need to roll fear checks against a difficult to very difficult. If they fail they will be over taken by fear and will either run or freeze. If they succeed they get an action. The Operator does not talk and will make no move until they do. If they try to engage him in combat they have to roll against an Improbably to even land one hit on him, though if they do hurt him he will only get mad. His attacks will automatically hit unless the PC rolls a double. He does 3 points damage per hit and can attack 3 times.) The only option will be to run. Anyone who falls unconscious will be taken to the school basement. After encountering him the Doctor will remember what this creature is and that they need to disable the psychic field generator and it should leave the town
Scene 4 - After they escape the Operator (he does not pursue them after they leave the School building). When they explore the town now they will find it a much grimmer place. Buildings that were in sorry shape are now falling apart. Final encounters with the Sheriff and the dead barkeep if they decide to break into the bar. After one last round of exploring the person who received the call before will get another. This one will tell them how to break into the basement of the school.
Scene 5 - The Basement of the school is a maze of pipes and smells of rotting meat. Here they will finally get a chance to take on the Proxy. If they can overcome the Proxy they will discover that it is in fact Noah. Removing the mask will break the hold on him long enough for him to tell them what happened in more detail. He’ll explain how the field generator was found in an abandoned truck just outside of town and they put it in the school basement until they could figure out what to do with it. After he explained he’ll go into convulsions and fall unconscious. The field generator should not be to hard to find and anyone with a TL6 or higher should be able to deactivate it. Once it is deactivated the school will begin to crumble around them. Once they escape the school it will fall into a rubble heap. It’ll be night by then and anyone who makes their awareness check (a normal) will see the figure of the Operator on the main road slowly walking out of town. If they pursue him they find that he stays the same distance ahead and they can’t get closer.
Scene 6 - With the Psychic field down it will be possible to leave the town. If they want they can go talk to Mickal one last time. He’ll be getting ready to leave town. He’ll ask them about Noah. If someone carried him out of the school Mickal will thank them, if not he’ll say he understands.
Scene 7 - Inside the TARDIS the team will find a note explaining that the truck was left they by the Many World Organization and that there will be more towns. They will also find a Proxy mask on the console.
The Operator The Operator was once a mortal humanoid with no special abilities. Then it was exposed to the void and consumed by it. What remains now is more a force of nature than a living entity. It is told as story to keep children in line. It’s fear aura can kill if amplified by a psychic field emitter. It is drawn to active ones like a moth to a flame and will protect it to keep it turned on. It avoids conflict, preferring to chase those who it does not control away. It can turn normal people into proxies who do its dirty work for it. This takes time though and if done in a hurry results in a highly unstable proxy who might self destruct. Awareness 5, Coordination 4, Ingenuity 3, Presence 2, Resolve 5, Strength 4