Massive Modern adventure....Twisted GM assistance requested!

cdsaint

First Post
Hey Folks,
I'm currently running a D20 Modern Campaign, sort of a free - wheeling x files kind of monstrosity that began as a break from another (Scarred Lands) campaign. Of course the more I run it, the more involved I get, and the more involved I get, the more ideas I get. And then something happens (on these boards) to send me completely over the edge into insanity, and I try to tacke something that seems like a great idea, but it's just so d*** big I'm feeling overwhelmed.

http://www.serianni.com/wh0.htm

That's the website someone on these boards posted (I can't find the post or I'd give the individual credit) that got me started. Whitemarsh Hall. 1916 to 1980. pictures of the inside and outside, from construction, through dilapidation and demolition. Even maps and floorplans! But how to use it? As a Museum? a grand ruin? It would be a waste to use it as a constuction site or a park that used to be the site of a mansion.

So after some weeks of thinking about it, It finally occurred to me that with a little judicious use of time travel, I could use it all. Have it all.....Mwa ha ha ha hack cough ack. (Sorry, got a little carried away) Since my campaign already has aliens, cults, and Mad scientists, time travel wouldn't be out of place.

Well, I'm going to go grab a smoke and eat something, when I come back I'll lay out the outline of what I have so far, and what I'm going for.

Chris
 

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Holy frickin' crap, is that site ever COOL. I want to thank you for posting that link, bro. I'm going to go to work this weekend and print out the floorplans and all the photographs on the laser printer. Sah-wheeet!

As for how to use the place, obviously it's a very subjective thing, but I've always been partial to the "perfectly intact and, for some strange reason, completely deserted" horror trope. In fact, I think that's how I'll use the place, heh heh...I can see it now...my Call of Cthulhu PCs (I use d20 Modern for Cthulhu, in case anyone cares :D ) come to the mansion with only the floorplans, which will be slightly inaccurate, heh heh, heek heek, and as they enter a room, I show them the appropriate photograph.

Why is this mansion deserted? What happened here?

And why is it getting so damn COLD in here? :eek:

Anyway, thanks again for the link...I can't wait to hear how you use the place in your game.
 

Hoog, you know you shouldn't be here.......















Ok, I've changed some dates to suit, so what follows is a modified timeline.

Feb 26 1859 Edward T. Stotesbury born
Oct 20 1899 Ground broken for Whitemarsh Hall
Oct 8 1904 Whitemarsh Hall opened to society
Feb 26 1948 Stotesbury dies
1949 Whitemarsh hall sold to ??? (some unknowing organization)
1965 Whitemarsh hall abandoned, begins process of decay
April 1984 Whitemarsh hall demolished, bits & peices left to furnish park

In my alternate timeline, Stotesbury owes his great wealth to his ability to travel through time. He's not well educated, but when an aquaintance of his claimed to have invented a time machine he was shrewd enough to see the possibilities for profit, kill the man, and steal his machine. He quickly made enough money on a few trades to purchase the land the machine was built on. This became the site of Whitemarsh Hall.

Stotesbury also became fascinated with the occult and "mad" science as a result. Whitemarsh hall was always guesting mystics and scientists along with the cream of society.

With all the time travel and summoning happening in one place if not time, the area around Whitemarsh Hall has become unstable, and rifts in time and between planes sometimes just happen randomly.This will let me lay out some clues for characters to hunt down.
*A child from 1900 transplanted to 1950. still alive present day, lives nearby
*records of a modern day gang-banger transplanted to 1900. ended badly of course.

There are seven time periods I am concerned with, and to which the PC's will travel in an order I will determine later.

1900 a relic is unearthed at the build site...American indian mystic possible involvement

1914 slightly pre wwI, a Russian mystic

1939 Slightly pre wwII, a German mystic

1951 scientists studying broken time machine

1978 ruined manor, cultists abound

1984 during demolition, re-inter artifact (hopefully) Indian mystic may re-appear

ok, thats a rough outline of what I've got so far. I know it's pretty sparse, but will be fleshing it out over the next month or two. If anybody has any ideas please post them. I'll incorporate everything I can. My players know how I think, so I'd love to throw them some curves.

Chris
 

Biohazard said:
Holy frickin' crap, is that site ever COOL. I want to thank you for posting that link, bro. I'm going to go to work this weekend and print out the floorplans and all the photographs on the laser printer. Sah-wheeet!

As for how to use the place, obviously it's a very subjective thing, but I've always been partial to the "perfectly intact and, for some strange reason, completely deserted" horror trope. In fact, I think that's how I'll use the place, heh heh...I can see it now...my Call of Cthulhu PCs (I use d20 Modern for Cthulhu, in case anyone cares :D ) come to the mansion with only the floorplans, which will be slightly inaccurate, heh heh, heek heek, and as they enter a room, I show them the appropriate photograph.

Why is this mansion deserted? What happened here?

And why is it getting so damn COLD in here? :eek:

Anyway, thanks again for the link...I can't wait to hear how you use the place in your game.

I wish I could take credit for the site, or discovering it anyway, but I only found it because some kind soul posted it on another thread some time ago. I'll probably use the maps and elevations as player handouts too.

I like the idea of the mansion being comletely deserted too. may have to throw that in on an alternate plane... or maybe not completely deserted. Thanks for the idea Bio

Chris
 

That is quite a neat handout. And kinda sad to see such a place destroyed and such ugly suburb houses put up right on top of it.

Tellerve
 

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