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The Crib (aka Using other Games)
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<blockquote data-quote="Kesh" data-source="post: 1119225" data-attributes="member: 1308"><p>Okay, so it's nearly a week late. Sue me. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p><strong>The Killing Jar</strong> is an adventure for the Alternity game setting <em>Dark*Matter</em>. This setting is (to the best of my knowledge) similar to a blend of <em>Call of Cthulu</em> and <em>The X-Files</em>. Investigators work for The Hoffmann Institute and persue reports of supernatural activity, alien visitation and government conspiracies.</p><p></p><p>This particular adventure is inspired by the legend of the <a href="http://www.prairieghosts.com/moth.html" target="_blank">Mothman</a>, a strange creature that terrorized a rural West Virginia town during the 1960's.</p><p></p><p>The characters are drawn to investigate a car impounded by police in West Virginia. This leads them to a strangely decomposed body found alongside the highway, lab specimens, government agents and a strange virus... all tied to the legend of the Mothman.</p><p></p><p>This adventure will take characters all across Appalachia, mostly through several locations in West Virginia and Kentucky. I was personally impressed with how well the author (Bruce Cordell) integrated local events, such as the Sternwheel Regatta. As someone who grew up in the Ohio River Valley, I was giddy with glee while I read about towns I grew up near, visited and events I was personally familiar with.</p><p></p><p>The characters will encounter evidence of extra-terrestrial life (or perhaps super-terrestrial life), government and corporate conspiracies to exploit it, and an ancient curse that gives them the chance to do what is right.</p><p></p><p><strong>The Killing Jar</strong> would work well for a <em>Shadow Chasers</em> campaign, or even a <em>Call of Cthulu d20</em> campaign / one-shot. <em>Genetech</em> campaigns can treat the monsters as genetically engineered lifeforms or previously unknown natural organisms. Whereas an <em>Agents of PSI</em> campaign may want to play up the possible extraterrestrial angle, making the Mothmen (yes, plural!) an alien race.</p><p></p><p>However, the adventure is both too supernatural for a typical non-FX campaign, and not supernatural enough for an <em>Urban Arcana</em> one.</p><p></p><p>As a bonus, the new <em>d20 Menace Manual</em> has stats for creatures called 'Mothfolk' (which I am hoping are the Mothmen), and the organizations chapter includes the Hoffmann Institute. <em>Dark*Matter</em> fans should be ecstatic.</p><p></p><p>Of course, many of the skills and characters mentioned will not apply to a <em>Modern</em> campaign. However, the adventure is really rather rules-light, focusing more on the story than anything else. Those rules that are called for seem easy to replace with d20 equivalents.</p><p></p><p>The adventure is out-of-print, but available as a PDF download through <a href="http://www.rpgnow.com/product_info.php?products_id=1251&" target="_blank">RPGnow</a>. I found a print copy through eBay, which is how this Crib was written. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p><p></p><p>Also, some enterprising ENWorlders are working on conversions <a href="http://www.enworld.org/forums/showthread.php?t=58693" target="_blank">here</a>.</p></blockquote><p></p>
[QUOTE="Kesh, post: 1119225, member: 1308"] Okay, so it's nearly a week late. Sue me. ;) [b]The Killing Jar[/b] is an adventure for the Alternity game setting [i]Dark*Matter[/i]. This setting is (to the best of my knowledge) similar to a blend of [i]Call of Cthulu[/i] and [i]The X-Files[/i]. Investigators work for The Hoffmann Institute and persue reports of supernatural activity, alien visitation and government conspiracies. This particular adventure is inspired by the legend of the [url=http://www.prairieghosts.com/moth.html]Mothman[/url], a strange creature that terrorized a rural West Virginia town during the 1960's. The characters are drawn to investigate a car impounded by police in West Virginia. This leads them to a strangely decomposed body found alongside the highway, lab specimens, government agents and a strange virus... all tied to the legend of the Mothman. This adventure will take characters all across Appalachia, mostly through several locations in West Virginia and Kentucky. I was personally impressed with how well the author (Bruce Cordell) integrated local events, such as the Sternwheel Regatta. As someone who grew up in the Ohio River Valley, I was giddy with glee while I read about towns I grew up near, visited and events I was personally familiar with. The characters will encounter evidence of extra-terrestrial life (or perhaps super-terrestrial life), government and corporate conspiracies to exploit it, and an ancient curse that gives them the chance to do what is right. [b]The Killing Jar[/b] would work well for a [i]Shadow Chasers[/i] campaign, or even a [i]Call of Cthulu d20[/i] campaign / one-shot. [i]Genetech[/i] campaigns can treat the monsters as genetically engineered lifeforms or previously unknown natural organisms. Whereas an [i]Agents of PSI[/i] campaign may want to play up the possible extraterrestrial angle, making the Mothmen (yes, plural!) an alien race. However, the adventure is both too supernatural for a typical non-FX campaign, and not supernatural enough for an [i]Urban Arcana[/i] one. As a bonus, the new [i]d20 Menace Manual[/i] has stats for creatures called 'Mothfolk' (which I am hoping are the Mothmen), and the organizations chapter includes the Hoffmann Institute. [i]Dark*Matter[/i] fans should be ecstatic. Of course, many of the skills and characters mentioned will not apply to a [i]Modern[/i] campaign. However, the adventure is really rather rules-light, focusing more on the story than anything else. Those rules that are called for seem easy to replace with d20 equivalents. The adventure is out-of-print, but available as a PDF download through [url=http://www.rpgnow.com/product_info.php?products_id=1251&]RPGnow[/url]. I found a print copy through eBay, which is how this Crib was written. :cool: Also, some enterprising ENWorlders are working on conversions [url=http://www.enworld.org/forums/showthread.php?t=58693]here[/url]. [/QUOTE]
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