Post by caseyjonescaseyjones on Oct 2, 2017 20:51:10 GMT
My first attempt at a self-contained mod, I wanted to start with something familiar to fans of classic Doctor Who. Tomb of the Cybermen is one of my all-time favorites.
Set in a timeline where Gallifrey has been restored, the Time Lords are struggling to engender Goodwill with the universe at large. They've started a Companion Program, and begun training Time Lords to explore the universe and make a difference.
I'm a screenwriter and a voiceover artist. I wanted to bring all of my skills to creating an immersive experience. So the mod includes music from the classic series, sound effects, as well as a guided museum tour, and audio cut scenes provided by yours truly. I have run the mod it twice now, and both times it was a success. The players got to explore a familiar world, and were able to use diplomacy and cleverness to save the day… just like the Doctor.
Like any good three act story, tension slowly builds throughout. Our heroes get to explore the tomb at their leisure, learning more about the Cybermen, as well as the people that renovated it into a museum. Ood Custodians are tasked with cleanup and maintenance of the museum. As one of their superiors learns, they are not so incompatible with Cybermen as he believed.
Conflict breaks out when two Cybermen lurch toward our heroes. They discover these are empty shells, renovated in order to give a quote genuine experience" for visitors. This backfires, as the cyber man shells and inherently seek out fresh organic components.
After the initial scare, genuine Cybermen emerge from the tomb, in order to claim the museum. They are stopped at the cost of the curator, who is injured and regenerates. He was a kindly old expert on the threat, and regenerates into a 20 something looking (female!) grad student who is disoriented, and prone to panic.
She is able to offer advice to our heroes, but it is up to them to sift the wheat from the chaff, so to speak. The museum goes into lockdown, and all doors are sealed. There is no way off the planet.
Meanwhile, the renovated Cybermen have captured the time lord that intended to use them as a tool to get him a promotion. They begin the lengthy process of extracting his mind, which would alternately granted the ability to pilot a TARDIS. Our heroes then must find a way to save as many museum guess as possible, eliminate the Cyberman Threat, and rescue the hostage before the cyber man extract what they need in order to get off – planet.
The mod is designed to work for as few as two and many as six players, that I wouldn't recommend more than five. Both times that I've ran the mod, the players enjoyed it immensely. The files to run this mod can be found here.
Set in a timeline where Gallifrey has been restored, the Time Lords are struggling to engender Goodwill with the universe at large. They've started a Companion Program, and begun training Time Lords to explore the universe and make a difference.
I'm a screenwriter and a voiceover artist. I wanted to bring all of my skills to creating an immersive experience. So the mod includes music from the classic series, sound effects, as well as a guided museum tour, and audio cut scenes provided by yours truly. I have run the mod it twice now, and both times it was a success. The players got to explore a familiar world, and were able to use diplomacy and cleverness to save the day… just like the Doctor.
Like any good three act story, tension slowly builds throughout. Our heroes get to explore the tomb at their leisure, learning more about the Cybermen, as well as the people that renovated it into a museum. Ood Custodians are tasked with cleanup and maintenance of the museum. As one of their superiors learns, they are not so incompatible with Cybermen as he believed.
Conflict breaks out when two Cybermen lurch toward our heroes. They discover these are empty shells, renovated in order to give a quote genuine experience" for visitors. This backfires, as the cyber man shells and inherently seek out fresh organic components.
After the initial scare, genuine Cybermen emerge from the tomb, in order to claim the museum. They are stopped at the cost of the curator, who is injured and regenerates. He was a kindly old expert on the threat, and regenerates into a 20 something looking (female!) grad student who is disoriented, and prone to panic.
She is able to offer advice to our heroes, but it is up to them to sift the wheat from the chaff, so to speak. The museum goes into lockdown, and all doors are sealed. There is no way off the planet.
Meanwhile, the renovated Cybermen have captured the time lord that intended to use them as a tool to get him a promotion. They begin the lengthy process of extracting his mind, which would alternately granted the ability to pilot a TARDIS. Our heroes then must find a way to save as many museum guess as possible, eliminate the Cyberman Threat, and rescue the hostage before the cyber man extract what they need in order to get off – planet.
The mod is designed to work for as few as two and many as six players, that I wouldn't recommend more than five. Both times that I've ran the mod, the players enjoyed it immensely. The files to run this mod can be found here.