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Eclipse Phase: Crater Dreams - Security HQ

(120 meters wide)

EXTERIOR

  • The bulk of Security HQ is on 10-foot high stabilizing stilts, with the exception of the garage (area 1).
  • Mostly made out of white plasteel. The windows are silvered from the outside (but anyone inside can look out).
  • Bundles of cable run from the Security HQ to the Research Spike and around the perimeter of the crater to the Research Hab. These contain hardwired camera and communication feeds.

AREA 1 – GARAGE

VEHICLES:

  • Flying Car (Security Model) – Sunward, pg. 170
  • Martian Trike (x2) – Sunward, pg. 170
  • Hyperdense Exoskeleton – Eclipse Phase, pg. 344
  • Maintenance berths for two flying serpents (see pg. 6).

AREA 2 – ENTRY

FABBERS (x2)

WEAPONS RACK

  • Sniper Rifle (x2) (AP -12, DV 2d10+5 – SA – 12 reactive armor-piercing ammo – safety system, smartlink)
    • Also has bug ammo (EP, pg. 337)
    • Smartlink (EP, pg. 342): +10 attack test, microcamera, shoot around corner, control which ammo is being shot.
  • Automatic Rail Rifle (x12) (AP -9, DV 2d10+8 – SA, BF, FA – 30 ammo – safety system, smartlink)
  • Medium Rail Pistol (x12) (AP -5, DV 2d10+4 – SA, BF, FA – 12 ammo – safety system, smartlink)
  • Shock Batons (x12) (DV 1d10+3+shock)
  • Heavy Body Armor (x12) (armor 20/18, ablative patches, full helmet, shock proof)
    • Ablative Patches (EP, pg. 313): +4/+2 armor, reduce by 1 per hit
    • Shock Proof (EP, pg. 313): +10 bonus when resisting shock attacks

AREA 3 – LOUNGE

Chairs, tables, food fabbers

AREA 4 – SECURE ROOM

FEEDS: This room contains the hardwired security feeds from the Research Hab and Research Spike. It also processes the wireless feeds from the Security Perimeter.

DISPLAYS: By default, the security feeds are only available via the “silver snakes” which biometrically-validated users can attach to their skin. The feeds are then delivered as AR entoptics via a skinlink.

SECURITY AI: The security AI for the complex is housed in a server in this room. It has the ability to wirelessly broadcast the security feeds, but will generally try not to do that for security reasons.

  • Performs a security handshake with the Research AI once per hour.

AREA 5 – BARRACKS

Bunks for six.

DREAMLOGGER: One of the pillows is Dominic’s Dreamlogger, designed to record a person’s dreams while they sleep.

  • ACCESSING: Requires bypassing a firewall; Infosec test (-20). The data is essentially an XP recording and must be either experienced or processed into a visual feed (which would require additional tests).
  • CONTENTS: Roughly six days after coming onsite, Dominic begins experiencing increasingly disturbing dreams (see Basilisk Dreams, pg. 4).

AREA 6 – BARRACKS

Bunks for six.

AREA 7 – BATHROOM

With a feed line to the fabbers in area 3.

Go to Part 4: Research Hab

Go to Part 1

Map - Crater X-91

The crater is roughly 300 meters across.

Mars Fresh Impact Crater, 17 January 2009. Credit: NASA/JPL/University of Arizona

SECURITY PERIMETER

Direct Action has established their security perimeter with a 1 km diameter (350 meters from the edge of the crater).

MONOFILAMENT SPIMES: These spimes are dropped as “metal marbles” which uncoil to a height of seven feet. Once uncoiled, they’re nothing more than thin, silver threads.

  • SENSORS: Monitored by the Sensor AI; 10% chance that the feed is also being monitored by a human.
    • HYPERSPECTRAL: +20 Perception modifier (Panopticon, pg. 162)
    • INFRARED: With active infrared lighting at night (+10 Perception modifier).
    • INFRASOUND: Capable of detect footprints within 20 feet (+30 Perception modifier).
  • DETECTING:
    • SNIFFING: Interfacing test to detect the signal; Infosec (-30) to decrypt
    • SURPRISE: Infiltration vs. Perception; on success, spot the spimes before being spotted by them. (+10 to Infiltration test if a Perception (-30) test is passed to spot the almost invisible silver stalks.)
  • X: The “x” on the map indicates a hole in the spime coverage where a ridge blocks the sight line of the nearest spime.

FLYING SERPENTS: Two flying serpents orbit the security perimeter. These security bots look somewhat similar to a Chinese dragon. They have railguns bolted to their sides, they shoot plasma out of their mouth, and they have a seeker that can pop out of their underbelly.

  • TRACKS: When not in response mode, the flying serpents are snaking along the security perimeter. The deep groove of the track they’ve worn is easy to spot and trivial (-30 test) to identify.
  • REACTION: If any monofilament spimes go offline, a flying serpent will fly there at top speed (arriving in 1d10 action turns). Both flying serpents will be scrambled as part of a reaction to known intruders.

FLYING SERPENTS: Snake 4/16, Thrust Vector 8/60 (max 200 kph), Armor 16/16, DUR 60, WT 12

+5 COO, +5 SOM, Enhanced Hearing, Enhanced Vision, LIDAR, Neurachem, Oracles, Radar, Radar Absorbent (Panopticon, pg. 149), Structural Reinforcement, T-Ray Emitter

Railgun Assault Rifle (x2): AP -9, DV 2d10+8 – SA, BF, FA – 30 ammo

Plasma Rifle: AP -8, DV 3d10+20 – SA – 10 ammo

Underbarrel Seeker: 3 concussion seekers, 3 EMP seekers


 

LOCATION ROSTER – CRATER X-91

NormalAlert
Security HQ - Area 11 Basic Crater Security2 Basic Crater Security
Security HQ - Area 2-2 Basic Crater Security + Sniper
Security HQ - Area 31d3-1 Basic Crater Security-
Security HQ - Area 42 Basic Crater Security2 Basic Crater Security + Jammer
Security HQ - Area 52 Basic Crater Security + 2 Snipers-
Security HQ - Area 63 Basic Crater Security + Jammer
Research Hab - Area 1-2 Basic Crater Security
Research Hab - Area 3-1 Basic Crater Security
Research Hab - Area 4-1 Basic Crater Security
Research Hab - Roof-Sniper
Security Perimeter2 Flying Serpents2 Flying Serpents
Security AISecurity HQSecurity HQ
Research AIResearch HabResearch Hab
Research AI ForkResearch SpikeResearch Spike
Sensor AIResearch SpikeResearch Spike

* Basic Crater Security can use the exoskeleton in Security HQ 1, see stat block.

Go to Part 3: Security HQ

Crater Dreams

Eclipse Phase: Sunward - Martian City

FIREWALL BRIEFING

The PCs receive a briefing packet via their RED PRIORITY dead drops (the dead drops they are to check at least once daily and which are to be used only for the most time-critical of assignments).

BRIEFING:

  • Three days ago, a second-pass data analysis algorithm detected abnormalities while cross-referencing near-Mars sensor data.
  • Interpolating the data sources revealed an unregistered asteroid that was evidencing deliberate and possibly active cloaking of its albedo.
  • Three weeks ago, this asteroid impacted the surface of Mars in the Terra Sirenum, several thousand klicks south of Pathfinder City in a sparsely populated portion of the planet.
  • This was sufficient to elicit interest.
  • When the orbital path of the asteroid was traced, it was found to have originated 10 years ago from V-2011/Caldwell: The location of The Vulcanoid Gate.
  • In other words, the asteroid had either been ejected from the Vulcanoid Gate (or possibly launched by a TITAN as it passed through the gate) during the final days of the Fall.
  • We also know that a Direct Action militia team has been dispatched to secure the site.

MISSION OBJECTIVES:

  • Establish an onsite presence ASAP.
  • Determine the purpose of the Direct Action team and, if possible, the parties responsible for their presence onsite.
  • Assess the asteroid impact site for a potential existential threat.
  • If a threat is identified, take whatever action is necessary to neutralize it.

BACKGROUND – CRATER X-91

  • Three weeks ago an asteroid impacted the surface of Mars and left a crater several hundred meters across. This is unusual because most asteroids of this size are identified and have their orbits altered before impact (although errors and oversights are not unheard of).
  • Shortly before or after the impact, an organization or individual we’ll refer to as the Host became aware of the asteroid:
    • It was evidencing deliberate and possibly active cloaking of its albedo.
    • Tracing the orbital path of the asteroid revealed that it originated 10 years ago from V-2011/Caldwell: The location of the Vulcanoid Gate.
    • In other words, the asteroid had either been ejected from the Vulcanoid Gate (or possibly launched by a TITAN as it passed through the gate) during the final days of the Fall.
  • The Host mobilized a team to take control of the impact site.
    • Within two hours, a Direct Action team had arrived at the site – termed Crater X-91 – and secured the area.
    • Three days later, research personnel and equipment began arriving onsite. Quick-fab research facilities were erected and the area was further quarantined.

WHO IS OUR HOST?

Discovering the identity of the Host of the X-91 Project is beyond the scope of this scenario. Possibilities include:

  • Virtually any hypercorp
  • Project Ozma
  • Pathfinder
  • An undercover TITAN (or its agents) still active in the solar system

The Direct Action team was hired anonymously through the hypercorp’s secure communication protocols. Direct Action might know who’s paying the bills, but nobody on the ground does.

The research team is composed entirely of forks: They woke up in new morphs, received a recorded message from their alphas which told them they had been paid very large amounts of money, and were then shipped to the job site. (Some of them had done this sort of thing before.) Their alphas might know who’s paying the bills (although that’s almost certainly obfuscated), but, once again, nobody at Crater X-91 does.

BACKGROUND – SILVER BASILISK

What’s in the crater is Silver Basilisk: An exsurgent nanoplague. Instead of a nanoswarm, however, Silver Basilisk takes the form of a strange, silver-black oil.

INFECTION:

  • Anyone touching Silver Basilisk is considered infected.
  • Toxin filters and medichines allow a DUR x 3 test to resist infection.

EFFECT:

  • FIRST GENERATION: Those directly exposed to the concentrated form of Silver Basilisk found in the crater suffer the effects of a mindstealer strain of the exsurgent virus (EP, pg. 367).
    • Suffer 2d10 SV.
    • Succumb in COG + INT + SAV action turns.
    • Suffer -30 penalty to all tests during this time as they feel Silver Basilisk taking control.
  • SECOND GENERATION: Second generation exposure to the virus will suffer the effects of a haunting strain of the exsurgent virus (EP, pg. 366), but on an accelerated timeline of weeks instead of months.
    • Stage 1 (initial infection to 3 weeks): 1d10 SV, gain Psi (Level 1), Mental Disorder, and a psi-chi sleight. Gain new psi-chi sleight every 2-4 days.
    • Stage 2 (3 weeks to 6 weeks): 1d10 ÷ 2 SV, gain Psi (Level 2). Gain new psi-gamma sleight every 2-4 days.
    • Stage 3 (6 weeks+): 1d10 ÷ 2 SV, +5 COG, +5 WIL, gain Psi (Level 3). Fully under the control of Silver Basilisk.
  • ETCHING: In addition, the silver-black oil of Silver Basilisk will etch itself into the skin of victims (or press its way out, depending on how it manifests).
    • It particularly focuses on the face and, later, the eyes.
    • Stage 2: These tattoos will intensify during moments of “ascendancy” in which Silver Basilisk takes greater control of the victim.
    • Stage 3: The tattoos become permanent.

BASILISK EFFECT:

  • The silver-black tattoos of a Silver Basilisk host have the effect of a basilisk hack.
    • Viewer: COG + INT + SAV test; on failure, suffer 1d10 SV and catatonic stupor for 1 minute  + 1 minute per 10 MoF.
    • Avoid: REF x 3 test to block out the sensory input.
  • Silver Basilisk hosts will generally paralyze their victims and then vomit the silver-black oil into their mouths while they’re catatonic. The victim’s experience is that they look at the host’s face… and then wake up (possibly having experienced strange visions and with a bad taste in their mouth).

WHERE DID IT COME FROM?

A final gift from the TITANs to transhumanity? Or was it something trying to hitch a ride with the TITANs that got caught at the last minute and forcibly ejected?

CURRENT EVENTS – BASILISK DREAMS

Those sleeping near the asteroid may experience strange and disturbing dreams:

  • 20% chance of experiencing the dreams + 10% per previous time experiencing the dreams
  • The dreams act as weak basilisk hacks: COG + INT + SAV + 20 test. If this fails, a single suggestion is planted in the character’s mind. (Eclipse Phase, pg. 366)

Features of the dream vary. A few possibilities:

  • Corkscrewed corridors of gleaming fuligin (a material darker than black and almost nonexistent to transhuman eyes).
  • Experiencing emotions that cannot be felt by transhuman minds (and certainly cannot be expressed in words); the absence of those emotions upon waking is an immense and empty sorrow shaped like a lily.
  • The dream seems to end, but the character is paralyzed in their bed and a silver caul creeps up the sides of their face and covers their eyes and smothers them and plunges into their ears and eyes and nose and mouth. Then they wake up. (This dream may repeat several times.)
  • Staring into a mirror at one’s own face and slowly becoming aware that some other ego is looking out from their eyes. And then the reflection turns and walks away and the mirror is a window which looks into the world which they have been locked away from. (Turning to see that the world they inhabit is filled with half-formed items that consist only of those sides and features which might be reflected in the mirror.)

Go to Part 2: Crater X-91

I can’t do a murder mystery because the PCs will just cast speak with dead.

I’ve seen this sentiment a lot, but it’s never really made any sense to me: The act of investigating a mystery is one by which you reveal that which is unknown. When we talk about PCs casting a speak with dead spell, we’re describing a situation in which the players reveal that which is unknown (i.e., they investigate the mystery), but then, oddly, we’re supposed to conclude that they can’t investigate the mystery because they investigate the mystery.

I think part of the problem here lies in an erroneous instinct that I talked about as part of the Three Clue Rule:

There is a natural impulse when designing a mystery, I think, to hold back information. This is logical inclination: After all, a mystery is essentially defined by a lack of information. And there’s a difference between having lots of clues and having the murderer write his home address in blood on the wall.

But, in reality, while a mystery is seemingly defined by a lack of knowledge, the actual action of a mystery is not the withholding of knowledge but rather the discovery of knowledge.

Let me put it another way: Strip the magic out of this scenario. Imagine that you’ve designed a mystery scenario in which there was a witness to the crime. The PCs turn to this witness and say, “Who killed him?” and the witness says, “It was Bob.” And it turns out Bob is just standing there, so they arrest him. End of mystery.

You wouldn’t conclude that you can’t do mystery scenarios because people can talk to each other right?

Speak with dead should be no more alarming than an FBI team taking fingerprints or a CSI team enhancing video and running facial analysis.

DESIGN TO THE SPELL

You may also see people suggesting that you “nerf” the spell to one degree or another. (Corpses that refuse to answer questions, for example.) Nothing is more frustrating to a player than having their smart choices blocked because the GM has some preconceived notion of how they’re supposed to be investigating the crime.

But what you can do is design your mysteries to the reality of the spell. Generally speaking, after all, people in the game world know that the spell exists, right? So they aren’t going to plan their murders in ways that will expose them. (Any more than people in a magic-free setting will commit their murders while standing directly in front of surveillance of cameras.) They will find ways to conceal their identity; they may even find ways to try to use the spell to frame other people. (For example, imagine a murder scenario where the victim thinks one of the PCs did it because the perpetrator used a polymorph spell.)

OTHER DIVINATIONS

The same advice generally applies to other divination spells, too. The only divination effects which are truly problematic are those which allow you to contact omniscient beings and receive crystal clear information from them. Fortunately, these spells basically don’t exist in D&D (and most other games). The closest you can get are commune and contact other plane, but both are explicitly limited to the knowledge of the entity you’re contacting. (1st Edition AD&D actually had a lovely table for determining “Likelihood of Knowledge” and “Veracity”.)

FURTHER READING
Zone of Truth Mysteries
Three Clue Rule

Ten Candles: The Dig – 1939

November 16th, 2016

Ten Candles

THE DIG: 1939

In 1868 Frederick August Klein discovered the Mesha Stelae at the site of ancient Dibon. One of the stelae told of the anger of Chemosh, god of Moab, who returned to his people in a time of trouble in order to overthrow the Israelites who had oppressed them. The other told of the bleak artifact which Chemosh – the squamous, aquatic destroyer who had raped the goddess Ishtar and pillaged Mesha Steleher flesh; who had feasted upon the flesh of children given as molk fire sacrifices in the valley of Topheth; whose blood flowed through the abominations of the children of Ammon – left behind to crush the Jews if they should ever threaten his people again.

When the Bani Hamida – the local Bedouin tribe – discovered that the stelae had been recovered they seized them. When the Ottomans ordered them to be turned over to the German consulate, they heated the stelae in a fire, threw cold water upon them, and broke them into pieces with boulders.

Fortunately, just before their destruction, Charles Simon Clermont-Ganneau – the noted French orientalist and archaeologist – had manged to obtain papier-mâché impressions of the stelae. So deeply disturbed was he by the content of the second stele, however, that he secreted it away, reporting only the existence of the first to the wider world in a paper written for the Revue de l’Instruction Publique. (He might not have done even so much if George Grove of the Palestine Exploration Fund had not announced the find in a letter to The Times.)

The second stele was recovered by the Ahnenerbe in 1936. After it was translated in early 1937, Heinrich Himmler decreed that the recovery of the artifact it described was of the utmost importance. A number of subsequent investigations – following the clues contained in the ancient stele – were undertaken.

It is now the summer of 1939. As Nazi agents of the SS, you have been hand-chosen to lead an archaeological expedition into the Middle East and conduct a dig near the ancient city of D’Khesh where it is believed the artifact was interred. Upon arrival in the region, you obtained the necessary permits, organized a crew of native diggers (mongrel half-breeds and the like), established your site, and commenced work.

Initial results have been promising, but the telegrams coming from Berlin have grown increasingly urgent and demanding. It seems that there is some great undertaking afoot in Germany, and the bane of Chemosh would be of untold benefit to the ultimate undertaking of the Aryan race.

Areas of Note: Officers’ tents, native labor encampment, the latrine, vehicle pool, supply tent, the dig site, the acacia tree, the endless dunes of sand, the seal of black stone, the crypt beneath

Goal: Retrieve the bane of Chemosh

Special Note: The scenario starts normally, but when the vault of Chemosh is breached the Sun, Stars, and Moon are blotted out by the Dark. Shortly thereafter, They will arrive.

Thule Society


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