Post by skagra on Jan 27, 2011 14:30:23 GMT
Synopsis - Omega has returned and infiltrated the TARDIS along with his minions. He has captured The Doctor (NPC) and holds him in the cloister room. He needs a human companion to open the eye of harmony so as to steal The Doctor's body and use the foot of Omega to convert the replica eye into a full powered stellar manipulator. The Crew must race through the TARDIS to find the cloister room and rescue The Doctor, all the while pursued by Omega's psycho synthetic slabbs.
The crew are relaxing in the living quarters after a hard days run-for-their-lives; readying for bed. The TARDIS begins to shake, and the crew experience brief lapse of distortion, dizziness, and cacophonous noise. All must roll Survival + Resolve vs a difficulty of 12 or else momentarily lose consciousness. Those who succeed must roll Coordination + Athletics vs difficulty 15 or else lose balance. AS the party recomposes themselves, a ship wide voice communication commences...
Voice of The Doctor:
Attention crew, this is The Doctor. An old enemy has somehow compromised TARDIS security. The situation is critically dangerous. I need you to find your way to the cloister room. It's just down the large hall from the auxiliary control room, the big Gothicy one. Can't miss it Oh, and there are enemy agents. Slabbs; sort ofpsycho* synthetic slabbs. The ship is crawling with them, so stay sharp Where was I? Right, the cloister room and fast! The past, present and future depend on it.
* If your players are familiar with Classic Who, you may wish to omit the word 'psycho', so as not to give the villain away.
Most of the adventure consists of the crew running and searching through the TARDIS. Most rooms should have more than one entrance, so the slabbs can chase the crew through various rooms (a chase entirely through corridors would make a dull adventure).
At the start, the crew can navigate to any room they might be familiar with on a daily bases - the (corral) control room, facilities, etc. Once they begin exploring, use the random room generator as a guide for pedestrian TARDIS navigation:
Some rooms are from the series. Others just seem to make sense. A couple (the zen room and the particle dis-integrator) are borrowed form other pop culture.
I used this site as a guide to various rooms:
www.whoniverse.net/tardis/.
I also recommend this thread:
dwaitas.proboards.com/index.cgi?board=prevs&action=display&thread=756
Don't worry about internal geometry. the TARDIS is dimensionally transcendental, it doesn't all have to fit properly. In fact it's more fun if it doesn't.
Record every room the crew enter, and in what order. this is good in case they wish to backtrack. Also it allows you to track each room visited so you can re-roll any undesired replication.
There should be a corridor between every room. At first these should be coral in design, or matching the control room used by the current Doctor in your campaign. The corridors should eventually switch to white, grey, industrial (eg Invasion of Time), and finally wooden. If an auxiliary control room is discovered, it should match the local hallways.
For continuity, whenever the crew leave a domestic or sports room, roll a second time on that chart.
Use the chart as a guide, but not a bible. Obviously this is not meant to encompass every room in the whole TARDIS, just enough to get through an adventure. Feel free to modify the chart itself or the results as they come to better fit the story. There are suggestions bellow for the timing of various rooms.
If the players want to find a specific room, or room type, they may spend story points to do so.
This time round, Omega has used his psycho synthesis to create leather constructs (Slabbs, detailed on page 83 of Aliens and Creatures). The leather seems appropriate, being callous flesh.
The Slabbs are armed with staser stun guns; the crew are meant to be captured alive. Omega needs a human eye.
Although there are many Sabbs present in the TARDIS, the TARDIS interior is very big. To keep the crew on the run, use Omega's story points to have the crew run into Slabbs at appropriate times. Eventually the party will lose or thwart the pair of Slabbs. Let them explore go on undisturbed for a room or two, then throw some more Slabbs at them.
The players will surely have many great ideas for evading or defeating Slabbbs. Still, there are some ares of the TARDIS that are particularly conducive for losing or overcoming them. Other rooms are best encountered when the crew are between chases. Bellow are a list of Rooms with built in plot potential. If nothing too interesting happens, use one of these rooms instead of a random room, or likewise ignore them if they come up under the wrong circumstances:
Bring the crew right back to square one! This should help illustrate the abnormal geometry of the TARDIS, and the difficulty of finding anything it it. Do this fairly early and only once, so as not to overly frustrate or annoy the players. Do this after one good chase, a change of level, but before the hallways change.
The crew may wish to research the manual for directions. Roll Ingenuity + Knowledge vs a difficulty of 21:
The crew won't find an armory room. They might salvage stasers from defeated Slabbs, but these aren't much good against Slabbs themselves. In the workshop, players can attempt jiggery-pokery to create or modify a weapon.
Inspired by the crushers in Galaxy Quest, this is basically the same thing. A series huge Slabs of metal pushing together with enough to force to break down compounds into atomic dust. players can cross if they make a successful Coordination + Athletics roll. They only need a 12, but they need to make it seven times in a row. Otherwise they will need story points. Up to one players can assist another using cooperation rules. This is a good way to lose the Slabbs, but also fine on it's own .
A corridor blocked by a web of lasers. The crew can get through with Athletics + Coordination vs difficulty 21, or they can hack the controls (technology + Ingenuity vs 18). If the crew have split up, this is a nice place to have them meet. Afer one group cross the path to reach the control panel, have the other group show up on that side.
The floor around the pool is narrow and slippery - for companions and slabbs alike. However, should the crew enter the pool, the slabbs will follow, and will sink. The crew can easily escape.
The room opens into a lounge - old log cabin style with a fireplace and skis/boards hanging on racks. The only other door leads to a snowy area with a large ski jump. If the crew take skis to the top, the slabbs will follow up the T-lift, but will not be able to make the jump. They will either wipe out or take the lift back down as the crew get away.
Have the crew cornered in the Kitchen. The Fridge and cupboards are bigger on the inside, the crew can walk right in. A food fight with the Slabbs, if well executed, could blind and otherwise neutralise them.
At the top of a set of spiral stairs, a lever to switch them to a steep ramp. Slabbs will slide to the bottom.
The Slabbs will not enter, but will besiege. The crew will fell an urge to relax. The only way out is a shaft on the ceiling behind a missing panel. The crew can float, but not if they resist the vocally sensations of tranquility of which you remind them. Once they accept serenity, they can float to the hatch if they make a 12 on Awareness + Coordination.
The suanas are in the Bath house, encompassing a large area. each round the crew spends running, they must roll Resolve + Survival vs a difficulty of 10 + 1/ extra round or need rest. The slabbs on the other hand will lose a point of strength and Coordination each round, as they become flimsy and supple (being leather).
The message at the game start didn't come from The Doctor. It was a trick to get the crew to the cloister room. At some point during the adventure, the crew should get a telepathic message from the Doctor (he uses story points to send it)
as the adventure winds down (or has gone on long enough) have Omega spend story point to get the jump on the crew and capture a human. I suggest coming out of a lift, grabbing the human, and descending before the crew can react. The crew should reach the desired control room. At this time, the eye has been forcefully opened by the captive and the cloister bell rings.
The crew get another audio transmission over the intercom:
This is of course Omega. Hopefully the crew will guess this. Once in the cloister room, the crew find the open eye wired to a black case by two Slabbs. The Doctor (semi conscious) and Omega (an animated empty formal Timelord outfit) are on a balcony up a flight of stairs with metal wiry contraptions around their heads. The captive is in the background held by two slabbs.
Omega will try to stall for time by challenging the characters' loyalties:
The crew will have to roll Resolve + Ingenuity vs Omega's Presence + Convince. Otherwise the will be confused and indecisive, perhaps looking to The Doctor for reassurance.
Any of the crew that can act can argue to convince the others, or try to thwart Omega. Omega will taunt the players that they cannot harm him. Should the crew make a move against Omega or the Slabbs, The Doctor will manage a whimper of advise:Should the players attack his actual appendage, The Doctor corrects:No! The Foot Of Omega, the black box!
If the crew can damage the Foot Of Omega, the eye will close, the ship will shake, the Foot will smoke, and Omega will panic. Running from the body transferal contraption, Omega will attempt to press some buttons on the Foot. Screaming and cursing, Omega and the Foot fade away back to the singularity.
I've used Misterharry's write up for Omega posted here:
dwaitas.proboards.com/index.cgi?board=writeups&action=display&thread=1064
I added more story points, as he will need them. I'd go with fifteen or twenty, depending on the size of the party. Thank you Misterharry!
Introduction
The crew are relaxing in the living quarters after a hard days run-for-their-lives; readying for bed. The TARDIS begins to shake, and the crew experience brief lapse of distortion, dizziness, and cacophonous noise. All must roll Survival + Resolve vs a difficulty of 12 or else momentarily lose consciousness. Those who succeed must roll Coordination + Athletics vs difficulty 15 or else lose balance. AS the party recomposes themselves, a ship wide voice communication commences...
Voice of The Doctor:
Attention crew, this is The Doctor. An old enemy has somehow compromised TARDIS security. The situation is critically dangerous. I need you to find your way to the cloister room. It's just down the large hall from the auxiliary control room, the big Gothicy one. Can't miss it Oh, and there are enemy agents. Slabbs; sort of
* If your players are familiar with Classic Who, you may wish to omit the word 'psycho', so as not to give the villain away.
Most of the adventure consists of the crew running and searching through the TARDIS. Most rooms should have more than one entrance, so the slabbs can chase the crew through various rooms (a chase entirely through corridors would make a dull adventure).
At the start, the crew can navigate to any room they might be familiar with on a daily bases - the (corral) control room, facilities, etc. Once they begin exploring, use the random room generator as a guide for pedestrian TARDIS navigation:
Navigation
Room category - roll one D12.
- 1-2 Domestic room
- 3-4 Sports & Rec
- 5-9 General Interest
- Stairs, Lift, or shaft.
- Control room
- Machine/Engine room
Domestic room - roll one D10
- 1 - Sleep room
- 2 - Sleeping Quarters
- 3 - Food Dispenser room
- 4 - Bath House (hot tubs, showers, saunas, etc)
- 5 - Utility Room
- 6 - Wardrobe
- 7 - Library
- 8 - Kitchen
- 9 - Sick Bay
- 10 - Traditional English Pub
Sports & Rec - roll one D12
- 1 - Gymnasium
- 2 - Ice Rink
- 3 - Roller Rink
- 4 - Skate Park
- 5 - Squash room
- 6 - Artificial Field
- 7 - Swimming Pool
- 8 - Gym
- 9 - Tennis Courts
[*10 - ]Bowling Lanes - 11 - Billiards room
- 12 - Ski Lounge/Jump
General Interest - roll one D12
- 1 - TARDIS Manual library
- 2 - Workshop
- 3 - Laboratory
- 4 - Zero room
- 5 - Jungle
- 6 - Brig
- 7 - Vehicle Garage
- 8 - Wine Cellar
- 9 - Rose Garden
- 10 - Art Gallery
- 11 - Infinity room
- 12 - Zen Room
Control Room - roll one D6
- 1 Main Control Room
- 2-6 Auxiliary control room.
Machine rooms - roll one D8
- 1 - Pipe cluster
- 2 - laser webbed corridor
- 3 - Cogs & Gears
- 4 - Control consoles.
- 5 - Particle Dis-integrators
- 6 - Giant boiler
- 7 - Dynamic Power Station
- 8 - Wall to Wall Turbines
Some rooms are from the series. Others just seem to make sense. A couple (the zen room and the particle dis-integrator) are borrowed form other pop culture.
I used this site as a guide to various rooms:
www.whoniverse.net/tardis/.
I also recommend this thread:
dwaitas.proboards.com/index.cgi?board=prevs&action=display&thread=756
Using the Navigation chart.
Don't worry about internal geometry. the TARDIS is dimensionally transcendental, it doesn't all have to fit properly. In fact it's more fun if it doesn't.
Record every room the crew enter, and in what order. this is good in case they wish to backtrack. Also it allows you to track each room visited so you can re-roll any undesired replication.
There should be a corridor between every room. At first these should be coral in design, or matching the control room used by the current Doctor in your campaign. The corridors should eventually switch to white, grey, industrial (eg Invasion of Time), and finally wooden. If an auxiliary control room is discovered, it should match the local hallways.
For continuity, whenever the crew leave a domestic or sports room, roll a second time on that chart.
Use the chart as a guide, but not a bible. Obviously this is not meant to encompass every room in the whole TARDIS, just enough to get through an adventure. Feel free to modify the chart itself or the results as they come to better fit the story. There are suggestions bellow for the timing of various rooms.
If the players want to find a specific room, or room type, they may spend story points to do so.
The Sabbs
This time round, Omega has used his psycho synthesis to create leather constructs (Slabbs, detailed on page 83 of Aliens and Creatures). The leather seems appropriate, being callous flesh.
The Slabbs are armed with staser stun guns; the crew are meant to be captured alive. Omega needs a human eye.
Although there are many Sabbs present in the TARDIS, the TARDIS interior is very big. To keep the crew on the run, use Omega's story points to have the crew run into Slabbs at appropriate times. Eventually the party will lose or thwart the pair of Slabbs. Let them explore go on undisturbed for a room or two, then throw some more Slabbs at them.
The chase
The players will surely have many great ideas for evading or defeating Slabbbs. Still, there are some ares of the TARDIS that are particularly conducive for losing or overcoming them. Other rooms are best encountered when the crew are between chases. Bellow are a list of Rooms with built in plot potential. If nothing too interesting happens, use one of these rooms instead of a random room, or likewise ignore them if they come up under the wrong circumstances:
Living Quarters
Best between chases
Best between chases
Bring the crew right back to square one! This should help illustrate the abnormal geometry of the TARDIS, and the difficulty of finding anything it it. Do this fairly early and only once, so as not to overly frustrate or annoy the players. Do this after one good chase, a change of level, but before the hallways change.
Operations Manual Library
Best between chases
Best between chases
The crew may wish to research the manual for directions. Roll Ingenuity + Knowledge vs a difficulty of 21:
- Fantastic - Give the crew a route to the cloister room.
- Good- give the crew a route Backwards from the Cloister room about ten rooms back. If they find either of those rooms, they'll know the way.
- Success - Give the crew a route backwards five rooms long.
- Failure - Give the crew a direction. Change the halls to wooden soon and the next control room will be McGann's.
- Bad - no help
- [Disastrous - Give the crew a false rout - back to the living quarters.
Workshop
Best between chases
Best between chases
The crew won't find an armory room. They might salvage stasers from defeated Slabbs, but these aren't much good against Slabbs themselves. In the workshop, players can attempt jiggery-pokery to create or modify a weapon.
Particle Dis-integrator.
Inspired by the crushers in Galaxy Quest, this is basically the same thing. A series huge Slabs of metal pushing together with enough to force to break down compounds into atomic dust. players can cross if they make a successful Coordination + Athletics roll. They only need a 12, but they need to make it seven times in a row. Otherwise they will need story points. Up to one players can assist another using cooperation rules. This is a good way to lose the Slabbs, but also fine on it's own .
Laser web
A corridor blocked by a web of lasers. The crew can get through with Athletics + Coordination vs difficulty 21, or they can hack the controls (technology + Ingenuity vs 18). If the crew have split up, this is a nice place to have them meet. Afer one group cross the path to reach the control panel, have the other group show up on that side.
Swimming pool
Best during a chase
Best during a chase
The floor around the pool is narrow and slippery - for companions and slabbs alike. However, should the crew enter the pool, the slabbs will follow, and will sink. The crew can easily escape.
Ski Jump
Best during a chase
Best during a chase
The room opens into a lounge - old log cabin style with a fireplace and skis/boards hanging on racks. The only other door leads to a snowy area with a large ski jump. If the crew take skis to the top, the slabbs will follow up the T-lift, but will not be able to make the jump. They will either wipe out or take the lift back down as the crew get away.
Kitchen
Best for a chase
Best for a chase
Have the crew cornered in the Kitchen. The Fridge and cupboards are bigger on the inside, the crew can walk right in. A food fight with the Slabbs, if well executed, could blind and otherwise neutralise them.
Spiral stairs
Best during chase
Best during chase
At the top of a set of spiral stairs, a lever to switch them to a steep ramp. Slabbs will slide to the bottom.
Zero Room
Best during chase
Best during chase
The Slabbs will not enter, but will besiege. The crew will fell an urge to relax. The only way out is a shaft on the ceiling behind a missing panel. The crew can float, but not if they resist the vocally sensations of tranquility of which you remind them. Once they accept serenity, they can float to the hatch if they make a 12 on Awareness + Coordination.
Sauna
Best during a chase
Best during a chase
The suanas are in the Bath house, encompassing a large area. each round the crew spends running, they must roll Resolve + Survival vs a difficulty of 10 + 1/ extra round or need rest. The slabbs on the other hand will lose a point of strength and Coordination each round, as they become flimsy and supple (being leather).
The Truth
The message at the game start didn't come from The Doctor. It was a trick to get the crew to the cloister room. At some point during the adventure, the crew should get a telepathic message from the Doctor (he uses story points to send it)
Beware Omega. He'll try to trick you
The finale
as the adventure winds down (or has gone on long enough) have Omega spend story point to get the jump on the crew and capture a human. I suggest coming out of a lift, grabbing the human, and descending before the crew can react. The crew should reach the desired control room. At this time, the eye has been forcefully opened by the captive and the cloister bell rings.
The crew get another audio transmission over the intercom:
This is The Doctor. I have everything under control. Stay where you are - under no circumstance enter the cloister room. Doctor out.
This is of course Omega. Hopefully the crew will guess this. Once in the cloister room, the crew find the open eye wired to a black case by two Slabbs. The Doctor (semi conscious) and Omega (an animated empty formal Timelord outfit) are on a balcony up a flight of stairs with metal wiry contraptions around their heads. The captive is in the background held by two slabbs.
Omega will try to stall for time by challenging the characters' loyalties:
Why do you so blindly follow this Doctor? He was a criminal - a renegade against his own people. You trust him, yet I bet he's never even told you his name. But I know your secret Doctor.
The Timnelords owe me everything! He squanders his gift on galactic tourism and thrill seeking! The last Timelord body should belong to me. I would see the Glory of Galifrey restored; without the corrupt influence of greedy self-serving double crossing plagiarising politicians! And you all can be Timelords; gods among men, omniscient and immortal.
The Timnelords owe me everything! He squanders his gift on galactic tourism and thrill seeking! The last Timelord body should belong to me. I would see the Glory of Galifrey restored; without the corrupt influence of greedy self-serving double crossing plagiarising politicians! And you all can be Timelords; gods among men, omniscient and immortal.
The crew will have to roll Resolve + Ingenuity vs Omega's Presence + Convince. Otherwise the will be confused and indecisive, perhaps looking to The Doctor for reassurance.
Any of the crew that can act can argue to convince the others, or try to thwart Omega. Omega will taunt the players that they cannot harm him. Should the crew make a move against Omega or the Slabbs, The Doctor will manage a whimper of advise:
The foot, attack Omega's foot.
If the crew can damage the Foot Of Omega, the eye will close, the ship will shake, the Foot will smoke, and Omega will panic. Running from the body transferal contraption, Omega will attempt to press some buttons on the Foot. Screaming and cursing, Omega and the Foot fade away back to the singularity.
I've used Misterharry's write up for Omega posted here:
dwaitas.proboards.com/index.cgi?board=writeups&action=display&thread=1064
I added more story points, as he will need them. I'd go with fifteen or twenty, depending on the size of the party. Thank you Misterharry!