Radiating Gnome
Adventurer
Something Wicked Comes to Mars
Anachronism
Successful Enterprise
Figment
Insufferable Ally
Something Wicked
Singularity
System
Any system which provides for multiple settings/times (so 3.5e D&D/D20 Modern/D20 Future; FATE, Savage Worlds, GURPS, etc).
Setup
This adventure is written as a one-shot, ideally at a convention or other setting where multiple tables are playing. This writeup with present the two table version. (Additional tables could be added if word count allowed.)
The slot is promoted and signed up as two different games, one called "Something Wicked Comes Back" and another called "Dinosaur Safari."
During the course of the session, the two tables will be mixed, then at the end they will join together for the final battle.
[table="width: 90%, class: grid, align: left"]
[tr]
[td]
Dinosaur Safari Intro
This adventure starts with a team of steampunk/victorian era hunters and tourists preparing to go on a time-travel-empowered safari to hunt dinosaur. The PC's arrive, meet their guide, and set off through the time machine to the age of dinosaurs.
Shortly after their arrival, they are beset by a pack of raptors and it becomes clear the encounter will turn deadly very quickly.
Carapace Clavicle Moundshroud to the Rescue
A strange kite blows into the scene -- stitched together from many different bits of cloth, each one decorated with an open, fanged mouth. Riding it - tied to it's tail, is a skinny, bald, pale. In a grating voice (Leonard Nimoy doing a Gollum impression), he calls out to the group "Quickly, grab onto the tail, I'll get you out of here!"
Anyone who fails to grab on is killed by raptors.
[/td]
[td]
Something Wicked Comes Back Intro
The adventurers start as people attending a traveling carnival. They are investigators asked to check out the carnival because young African American kids have apparently been going missing.
They arrive, start asking around, and find themselves cornered, surrounded by clansman and evil carnies -- too many of them -- who seem bent on killing them.
Carapace Clavicle Moundshroud to the Rescue
A strange kite blows into the scene -- stitched together from many different bits of cloth, each one decorated with an open, fanged mouth. Riding it - tied to it's tail, is a skinny, bald, pale. In a grating voice (Leonard Nimoy doing a Gollum impression), he calls out to the group "Quickly, grab onto the tail, I'll get you out of here!"
Anyone who fails to grab on is killed by clansmen.
[/td]
[/tr]
[/table]
Once they've grabbed on, they are whisked off into the sky -- in a swirling wind littered with autumn leaves. Yelling, Moundshroud introduces explains to them that their services are needed elsewhere in time. Oh, yes, and on Mars.
The Real Exposition
They are traveling to Mars in the year 2085. The red planet has been colonized for ten years, and the settlements are growing strong, thanks to an incredibly powerful powerplant called Bradbury Station, which is powered by a tiny quantum singularity.
The Singularity provides so much power, and is so stable, there has been unlimited power for the colonists, and as a result, the company that created it built a holographic amusement park around it (as a Star Trek Holodeck), also called Bradbury Station, and celebrating the works of it's namesake, Ray Bradbury.
Bradbury Station is a huge success. The quantum singularity at the heart of the plant provides more power than the entire mars colony can use, and the colonists love the park, in part because it lets them visit memories of lives back on earth.
However the power source is not benign. It's more than just a power source, it's a means for creating passages in Spacetime. The builders only discovered the ability of the singularity to create passages through spacetime when the singularity inadvertently became a portal to an extra dimensional prison containing a demonic presence. The Presence came through from the other side and infested the park -- turning the attractions against the people within the park.
The park is now sealed off.
The park administrators are now using the portal to find help, with the help of the Artificial Intelligence that runs the park and controls most of the holo animations -- those that have not been possessed by the presence.
Moundshroud himself is a animated figment, a character from a book called The Halloween Tree. He will be their guide, and the voice of the AI.
Navigating in the Park
The amusement park is like disney world, but dedicated to bringing the works of Ray Bradbury to life. There are areas dedicated to his major settings -- Mars (the version he imagined), many locations named for stories that are variations of early 20th century earth, etc.
At this point there are two groups, each riding in on a kite with their own version of Moundshroud. On the way in, the two vortexes bearing the kites collide, and the groups see each other. Then the kites veer too close to each other, and the tails get tangled. When they pull apart again, the two parties have been re-shuffled. (Roll randomly and send half of the players from each table to the other table, even those whose characters didn't make it out of the first encounter).
Replacements (Only if some PCs didn't make it out of the first encounter)
As the PCs are getting their bearings, slim figures approach from the "Bradbury's Mars" part of the park (one for each missing pc). When they arrive, they look into the eyes of characters who had originally been with the missing character, then shapeshift into that character.
The players of the dead PCs then take over again, and continue to play as if they'd survived the first encounter, with one change: As an action, the shapeshifter can become any other party member who has died (either in first encounter or since).
The Opposition
They are pursued by the Illustrated Man and a team of Firemen. In each location the Illustrated Man animates a different set of tattoos that bound out and challenge the PCs. Some are beasts (lions, wolves), others are human but just as deadly (serial killers, etc). These threats are backed up by Firemen.
The Illustrated Man is the primary avatar of the Presence (though, if defeated, he'll be back in the next scene). In each location the Illustrated Man animates a different set of tattoos that bound out and challenge the PCs. Some are beasts (lions, wolves), others are human but just as deadly (serial killers, etc). These threats are backed up by Firemen.
The Firemen are soldiers with flamethrowers. They especially like to burn anyone carrying books or paper of any kind.
The Ingredients
The two parties must gather four of five ingredients, then meet at the carousel for the final battle.
Moundshroud describes the five available items they could gather. They must have the wine, because that's what will drive the evil presence out of the Singularity. But, with two versions of MoundShroud, the two parties will be able to collect three other relics.
The Relics are: Dandelion Wine (required), Fog Horn, Scythe, Insinkerator, Golden Kite. They' won't be able to get all five, so they'll have to decide who goes after which relic. Moundshround can tell them what the rough date and location of the relic is (the setting of the story it's being taken from) but little more.
Moundshroud travels with both parties, serving as their guide & communicator between the two groups, and as a sort of greek chorus, narrating the action in his horrible, broken voice. He's quick to point out faults and report that the other group is doing far better.
The Final Battle
Once each party completes the second encounter, they make their way to the carousel at the heart of the park. The singularity -- a remarkably small power source, is housed in the control room at the center of the carousel. Gaining access means fighting their way to that control room, working through mechanical and digital security.
The two parties arrive at either end of the large open square that holds the carousel, where the Illustrated Man & his pets, as well as plenty more Firemen, are there to keep the PCs away from the singularity. There is no shortage of opponents, who keep being replaced when they are destroyed, so the PCs will need to use their recovered items and tactics to succeed. The horses on the carousel itself are animate and make the challenge of making it through to the center difficult.
The challenge in this encounter is to deliver the Dandelion wine to the center of the carousel - inside the control panes there is the singularity.
The two parties start on opposite sides of a large map, with the structure holding the Singularity at the center. Getting to it will require reaching the superstructure, opening the shields and dampeners that contain it, then going in to use the wine
Aftermath
Once the Dandelion Wine has been used on the singularity the Presence will be expelled from Mars and it's influence over the park is removed. Moundshroud can return the PCs to their own time and place, and Bradbury Station can go back to powering and entertaining the Mars Colony.
Ingredient Use
Anachronism
Successful Enterprise
Figment
Insufferable Ally
Something Wicked
Singularity
System
Any system which provides for multiple settings/times (so 3.5e D&D/D20 Modern/D20 Future; FATE, Savage Worlds, GURPS, etc).
Setup
This adventure is written as a one-shot, ideally at a convention or other setting where multiple tables are playing. This writeup with present the two table version. (Additional tables could be added if word count allowed.)
The slot is promoted and signed up as two different games, one called "Something Wicked Comes Back" and another called "Dinosaur Safari."
During the course of the session, the two tables will be mixed, then at the end they will join together for the final battle.
[table="width: 90%, class: grid, align: left"]
[tr]
[td]
Dinosaur Safari Intro
This adventure starts with a team of steampunk/victorian era hunters and tourists preparing to go on a time-travel-empowered safari to hunt dinosaur. The PC's arrive, meet their guide, and set off through the time machine to the age of dinosaurs.
Shortly after their arrival, they are beset by a pack of raptors and it becomes clear the encounter will turn deadly very quickly.
Carapace Clavicle Moundshroud to the Rescue
A strange kite blows into the scene -- stitched together from many different bits of cloth, each one decorated with an open, fanged mouth. Riding it - tied to it's tail, is a skinny, bald, pale. In a grating voice (Leonard Nimoy doing a Gollum impression), he calls out to the group "Quickly, grab onto the tail, I'll get you out of here!"
Anyone who fails to grab on is killed by raptors.
[/td]
[td]
Something Wicked Comes Back Intro
The adventurers start as people attending a traveling carnival. They are investigators asked to check out the carnival because young African American kids have apparently been going missing.
They arrive, start asking around, and find themselves cornered, surrounded by clansman and evil carnies -- too many of them -- who seem bent on killing them.
Carapace Clavicle Moundshroud to the Rescue
A strange kite blows into the scene -- stitched together from many different bits of cloth, each one decorated with an open, fanged mouth. Riding it - tied to it's tail, is a skinny, bald, pale. In a grating voice (Leonard Nimoy doing a Gollum impression), he calls out to the group "Quickly, grab onto the tail, I'll get you out of here!"
Anyone who fails to grab on is killed by clansmen.
[/td]
[/tr]
[/table]
Once they've grabbed on, they are whisked off into the sky -- in a swirling wind littered with autumn leaves. Yelling, Moundshroud introduces explains to them that their services are needed elsewhere in time. Oh, yes, and on Mars.
The Real Exposition
They are traveling to Mars in the year 2085. The red planet has been colonized for ten years, and the settlements are growing strong, thanks to an incredibly powerful powerplant called Bradbury Station, which is powered by a tiny quantum singularity.
The Singularity provides so much power, and is so stable, there has been unlimited power for the colonists, and as a result, the company that created it built a holographic amusement park around it (as a Star Trek Holodeck), also called Bradbury Station, and celebrating the works of it's namesake, Ray Bradbury.
Bradbury Station is a huge success. The quantum singularity at the heart of the plant provides more power than the entire mars colony can use, and the colonists love the park, in part because it lets them visit memories of lives back on earth.
However the power source is not benign. It's more than just a power source, it's a means for creating passages in Spacetime. The builders only discovered the ability of the singularity to create passages through spacetime when the singularity inadvertently became a portal to an extra dimensional prison containing a demonic presence. The Presence came through from the other side and infested the park -- turning the attractions against the people within the park.
The park is now sealed off.
The park administrators are now using the portal to find help, with the help of the Artificial Intelligence that runs the park and controls most of the holo animations -- those that have not been possessed by the presence.
Moundshroud himself is a animated figment, a character from a book called The Halloween Tree. He will be their guide, and the voice of the AI.
Navigating in the Park
The amusement park is like disney world, but dedicated to bringing the works of Ray Bradbury to life. There are areas dedicated to his major settings -- Mars (the version he imagined), many locations named for stories that are variations of early 20th century earth, etc.
At this point there are two groups, each riding in on a kite with their own version of Moundshroud. On the way in, the two vortexes bearing the kites collide, and the groups see each other. Then the kites veer too close to each other, and the tails get tangled. When they pull apart again, the two parties have been re-shuffled. (Roll randomly and send half of the players from each table to the other table, even those whose characters didn't make it out of the first encounter).
Replacements (Only if some PCs didn't make it out of the first encounter)
As the PCs are getting their bearings, slim figures approach from the "Bradbury's Mars" part of the park (one for each missing pc). When they arrive, they look into the eyes of characters who had originally been with the missing character, then shapeshift into that character.
The players of the dead PCs then take over again, and continue to play as if they'd survived the first encounter, with one change: As an action, the shapeshifter can become any other party member who has died (either in first encounter or since).
The Opposition
They are pursued by the Illustrated Man and a team of Firemen. In each location the Illustrated Man animates a different set of tattoos that bound out and challenge the PCs. Some are beasts (lions, wolves), others are human but just as deadly (serial killers, etc). These threats are backed up by Firemen.
The Illustrated Man is the primary avatar of the Presence (though, if defeated, he'll be back in the next scene). In each location the Illustrated Man animates a different set of tattoos that bound out and challenge the PCs. Some are beasts (lions, wolves), others are human but just as deadly (serial killers, etc). These threats are backed up by Firemen.
The Firemen are soldiers with flamethrowers. They especially like to burn anyone carrying books or paper of any kind.
The Ingredients
The two parties must gather four of five ingredients, then meet at the carousel for the final battle.
Moundshroud describes the five available items they could gather. They must have the wine, because that's what will drive the evil presence out of the Singularity. But, with two versions of MoundShroud, the two parties will be able to collect three other relics.
The Relics are: Dandelion Wine (required), Fog Horn, Scythe, Insinkerator, Golden Kite. They' won't be able to get all five, so they'll have to decide who goes after which relic. Moundshround can tell them what the rough date and location of the relic is (the setting of the story it's being taken from) but little more.
- Dandelions Wine (From Green Town -- the early 20th century midwestern town that was the setting of many of Bradbury's stories) -- One team of PCs must travel to the town of Green Town to retrieve the Dandelion Wine from the Spaulding family -- the grandfather bottles it during the summer. The Illustrated Man and Firemen follow the PCs through and challenge them in the streets of this town while they recover the wine.
- "The Fog Horn" (Mid 20th Century Maine Coast)- Fight a sea monster, a huge Kraken bring back the Fog Horn - Here the PCs must face a sea monster that is in the process of destroying a lighthouse -- once the Kraken is defeated the horn can be recovered and the PCs can return
- The Scythe (From Early 20th century Kansas farm country)- A poor farmhouse in the middle of kansas. The PCs must recover a Scythe from the farmer. The Illustrated man, again
- The Murderer's Insinkerator (Early 21st Century American City) - travel to a near future world to recover the garbage disposal of a man who is currently in an institution, after having destroyed all of his devices (computers, phones, radios, etc) with his garbage disposal.
- The Golden Kite (Medieval China) -- Travel to ancient china to recover a kite -- actually a town wall in the shape of a kite. A section of the wall will do.
Moundshroud travels with both parties, serving as their guide & communicator between the two groups, and as a sort of greek chorus, narrating the action in his horrible, broken voice. He's quick to point out faults and report that the other group is doing far better.
The Final Battle
Once each party completes the second encounter, they make their way to the carousel at the heart of the park. The singularity -- a remarkably small power source, is housed in the control room at the center of the carousel. Gaining access means fighting their way to that control room, working through mechanical and digital security.
The two parties arrive at either end of the large open square that holds the carousel, where the Illustrated Man & his pets, as well as plenty more Firemen, are there to keep the PCs away from the singularity. There is no shortage of opponents, who keep being replaced when they are destroyed, so the PCs will need to use their recovered items and tactics to succeed. The horses on the carousel itself are animate and make the challenge of making it through to the center difficult.
The challenge in this encounter is to deliver the Dandelion wine to the center of the carousel - inside the control panes there is the singularity.
- The Fog Horn can be used to draw all enemies towards it (it takes an action to operate the horn -- after it has been operated, every non-PC creature on the board must move towards the fog horn on it's turn.
- The Scythe can be used to Strike down living opponents
- The Insinkerator can be used to destroy robots, devices, and machines (including the horses on the carousel).
- The Kite will carry two adjacent characters to any spot on the map as an action.
The two parties start on opposite sides of a large map, with the structure holding the Singularity at the center. Getting to it will require reaching the superstructure, opening the shields and dampeners that contain it, then going in to use the wine
Aftermath
Once the Dandelion Wine has been used on the singularity the Presence will be expelled from Mars and it's influence over the park is removed. Moundshroud can return the PCs to their own time and place, and Bradbury Station can go back to powering and entertaining the Mars Colony.
Ingredient Use
- Anachronism - The player characters are actually pulled out of different times (actually stories) and don't belong in the time they're operating in.
- Successful Enterprise - The powerplant and amusement park on mars, Bradbury Station.
- Figment - The Illustrated Man, and the tattoo-summoned creatures it calls forth are the imaginary figments of the evil Presence
- Insufferable Ally - Carapace Clavicle MoundShroud, the PCs guide through the adventure.
- Something Wicked - The Presence/The Illustrated Man
- Singularity - The power source at the center of the amusement park -- and also the gate to the Presence's Prison