Dark•Matter bouncing ideas around thread -- Detroit Gamedayers stay out!!

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Dark•Matter bouncing ideas around thread -- Detroit Gamedayers stay out!!

Well, here's the deal; I was thinking that "hey, we don't have any Cthulhu" at this latest Detroit ENWorld Gameday and then I was thinking "Hey, Monte Cook (co-author of both d20 Call of Cthulhu and Dark•Matter once said he'd use the CoC rules for a d20ization of D•M". That's how my game started; Dark•Matter with the d20 CoC ruleset.

But then I started thinking, "hey Delta Green is this setting book that's supposed to be modern, gray alien conspiracy theory stuff with a Cthulhu twist" so I picked that up and quite frankly, I think the DG take on the grays is way more interesting than the D•M take. For the uninitiated, the grays are merely automatons controlled by the mi-go, who perpetuate a ruse, pretending to be these relatively benign aliens who need to experiment with human DNA to perpetuate their species (they are asexual clones who cannot reproduce naturally, they claim.) They've made bargains under the Reagan administration with a secret government group, Majestic-12. In reality, though, the grays are looking for humans to experiment on for the mi-go, who essentially want to psychologically dissect their brains. For whatever reason, they are accelerating their program, to the chagrin of the government, and some of the abductees are not coming back.

And finally, I said, "hey, the mi-go are kinda wimpy and slightly silly enemies; maybe I can buff that concept up somewhat by making them operate more like the slake-moths of Perdido Street Station, hence my other thread on d20 slake moths. The abductees that are not coming back are having their memories drained by the mi-go/slake-moths, and their vegetable bodies being frozen for later genetic experiments. Usually, at any given time at least one mi-go/slake-moth is in the vicinity, and they keep open a gateway to Yuggoth itself in the Antarctic, Yuggoth being their homeplanet that may be Pluto, or Sedna, or some other distant and cold planet/KBO in our solar system.

So that's my generic background. Here's the more specific background -- the grays have a base in Antarctica, where they fly the victims of abductions for experiments. This is already known to Majestic-12 and the Hoffman Institute (for which the PC's will work) but not to the researchers who live and work at the Vostok Research Station, the most inland research station in Antarctica (other than the south pole station itself... ) Somehow they apparently have stumbled onto the grays and investigated, and are now missing. This is where the PCs are called in to find out what happened.

I've got a few ideas for what the adventure itself will entail, including having government officials from another agency trying to stop them, poking around through the gray base, facing off against a mi-go/slake-moth, and if they survive that, maybe even putting on spacesuits and making a visit to Yuggoth itself. Before I flesh out all that, though, I want to see if I can get some feedback on the idea; how would you pull it off, tie it all together, etc.?
 
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OK, here's some more ideas of scenarios/scenes/locations for this adventure, along with potential things that may be happening at that location.
  • Washington, D.C.: First, this is where the briefing will take place, and where the group will be outfitted initially. I think some fishy business with folks following them, or threatening them is in order here, although I don't want to give away too much too soon.
  • Flight to either New Zealand or Argentina: for the leg to Antarctica itself. Thinking about having a more overt attempt on the PCs made here; at first they may think it's a "routine" airplane hijacking kinda thing, but it turns more sinister when they get clues that lead them to believe that it was specifically to stop them.
  • McMurdo Station: The largest community in Antarctica; although it'll be down to roughly a measly 200-250 people in the winter (well, yeah, this has to take place during the long Antarctic winter/night!) Not sure what should happen here, but something creepy.
  • South Pole Station: After taking a plane ride for a few hours to South Pole Station, which is currently undergoing some serious construction, they'll then take Sprytes, probably two or three, to the next location. En route I want a lot of really spooky stuff to start happening, as a side effect of the mi-go/slake-moth activity in the area. And they may get attacked by another expedition; the Majestic-12 boys. If I do that here, then I have a chance to start introducing MJ-12 secret treaties with the grays and the secret gray base when the PCs question survivors. Or, I may do that later. Not sure yet.
  • Vostok Research Station: Although technically a Russian station, lots of international drilling operations take place here. This will be really creepy, with dead, frozen bodies all over the place, and maybe even some non-dead (but freezing) vegetable bodies. If I haven't done so already, then this'll be the major showdown with the MJ-12 agents, as well as a nexus point for really weirdo stuff due to the proximity of the mi-go/slake-moth. Which, actually, is directly underneath them in scenic...
  • Lake Vostok: I'm gonna take a few liberties with the science here and posit that the gray base is actually underneath several kilometers of ice in a vast air pocket overlooking Lake Vostok. Here the PCs will be totally creeped out; it looks like somehow the researchers stumbled onto this place and were killed for their efforts. This will also be the great gray base, with examination tables for anal probing and whatnot, not to mention lots of brain-dead human bodies that are still alive locked in hibernation for cloning experiments. In addition to grays (wielding mi-go weaponry, which hopefully the PCs will pick up a little bit of) they'll meet the infamous mi-go/slake-moth custom creature I designed in the other thread, which will put a big hurtin' on them, and quite likely put them in a position where the adventure has run its course because there's not enough of them left alive to continue. ;)
  • Yuggoth: If there are, however, some left, they can find the gate to Yuggoth, the homeplanet of the mi-go/slake-moths. It's not entirely clear (since it was written about by H.P. Lovecraft before Pluto was discovered) what he meant Yuggoth to be other than Percival Lowell's (at that time) putative Planet X. Luckily, our current understanding of the outer solar system leaves plenty of room to slide in a Yuggoth somewhere. Of course, to do this, they'd need space suits. I also have no idea what to have them do on Yuggoth, I just think it'd be hella cool to have them go there to finish off the adventure, before limping back to McMurdo Station gibbering and frozen, and missing large portions of their original party. ;)
 


I'll go ahead & CnP my reply on RPGnet since I am far more active here...

Originally posted by Me:Well if the players are going to end up in an isolated research facility at the South Pole, then you are just going to have to play up on the paranoia and helplessness imposed by the isolated locale.

I am definitely thinking John Carpenter's The Thing here...
smile.gif
 

Krieg said:
I'll go ahead & CnP my reply on RPGnet since I am far more active here...
Me too... I was a bit worried about the cross-posters, but in general I get a different crowd and a different reaction to posts in the two different forums...

Anyway, like I said over there, I've never actually seen that movie, although I did rent it for a little bit of weekend "research"...
 

It will be well worth the money spent. Great film.

Personally I think your campaign is a great idea.

Being in the arctic you really have to play up the total isolation from the rest of humanity and the danger of the environment itself.

The cavalry won't show up to save the players, and going outside unprotected is a death sentence.

Make sure those facts hit home....


"Seventeen DAYS?! Man, we're not going to last seventeen hours!!!"
 


This was a couple of years ago at a Chicago Gameday. In a d20 modern game set mostly in Antarctica, our GM did something really mean. :)

He tricked us into destroying the only conveyance *out* of the base, and then we were trapped there. It was all part of a big double-cross (on us--our "ride" never showed up and then we were stuck), but somehow we survived and made it out.

I think having the PCs destroy their only (or at least their best) means of communication and/or transportation really adds to the creepiness factor. I mean, they're screwed--and they have themselves to blame.
 


A variation on the no cavalry theme would be for a military team to show up when things are at their worst....right when the party starts to believe they are being rescued, the team opens up on THEM! It's not a rescue team, rather the mission is to cleanse the sight and make sure nothing gets out alive...just to be safe.

So now the party is faced not only with the mythos threat, but also with fighting off their own countryment.

Of course there is always the possibility of teams from Russia, China and/or any other power you want also converging on the sight. All having very different priorities & quite willing to remove the competition...

Five way power struggles can be so fun...
 

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