1 TODO Development Notes
- The playtests for this took approximately 6 sessions rather than 4.
- Refactor into 6 chapters.
- Ranger Ian Blizzard was largely replaced by Wedge.
- The playtests never got into the background of Captain Harold or the KPS.
2 The Unnamed Adventure
The PCs have possession of a precious item to return for a bounty. They book passage on a cargo sub to avoid drawing attention to themselves.
Captain Harold has also taken on some precious cargo to deliver to Seattle. In addtion, she also has possession of contraband, including a portable nuclear weapon.
2.1 Chapter 1 Harold's Folly
The voyage should only haven taken a few days.
As the vessel passes Kruzof Island, someone uses a well-crafted hologram emitter to fool everyone into thinking the vessel has collided with a sinking boat and that the sub is taking on water near the stern. The onboard klaxon goes off and the PCs investigate, eventually make their way to operations. There, they see via the periscope, a fleet of fishing boats heading towards them and a fire on land in the distance.
The rest of the crew, who have been partying in the bow near the cargo, make their way to operations. They investigate the emergency, but find no water to pump out. The Harold eventually veers toward land and beaches itself on the island, at which point the hologram deception fails.
The nuclear reactors remain stable and online, but the inner hull takes on water, forcing the crew to evacuate.
Captain Harold acknowledges they must have been attacked by pirates.
2.1.1 Map of the beached sub
- Hull damage from embedded rock.
- The campfire.
........ ........ ........ ........ /‾‾‾‾‾‾‾ ........ / ........ / ........ | ........ D ........ | ...F.... | ........ | ........ | ........ | ........ | ........ \ ........ \ ........ \_______ ........ ........ ........
2.2 Chapter 2 Nightmares
After the sub runs aground, most of the crew makes camp on the beach next to the sub. The next morning, several of the crew appear to be rummaging through the captain's things and attempt to run off into the wilderness. One of the dwarfs (Grumpster) escapes into the wilderness while the others try to escape and fight the PCs. Ranger Ricky eventually makes her presense and supplies the group with medicine to help prevent the madness from the nightmares and offers refuge in the small camp, now colony, on the island.
2.3 Chapter 3 The Vulcaneers
The PCs arrive at the research camp, though over time it has developed into a cozy little town. The sub remains behind. Ranger Ricky administers antidote to the nightmare effects. All of the crew go to the local clinic, except for Grumpster who has run off into the wilderness and Captain Harold. They wait for Akita to return to the camp and have some time to settle down.
The outer perimeter of the town has a cyclone fence going the whole length except for a gate to the east and wide open to the south at the beach and docks. Just beyond the docks about another length of the town itself, in the water, a bouy floats, acting as the lighthouse. At the center of the town, they see a tall radio tower, decorated like a clock tower.
Most of the builings look like converted shipping containers, but a few might have been constructed from the trees cleared for the town. Most of them have bright red-painted sides, and white tops which one can see standing back a bit. Some of them, up to three containers high.
Captain Harold will mention concern about the crew, but also suggest going to the docks to look for help repairing the submarine.
- The docks
- The clinic
- The Krusof Preservation Society
- The Rusty Inn
- The Pub
- The Box Hotel
- Spencer's Geo Supply
- The radio tower
- Ranger posts
- The automat
- Supply building
- The buoy
No ships currently in the port. Skipper Val wants 100k to fix the submarine. Harold will pay.
- Other visitors
- I keep track of who comes and goes better than the rangers. One person, I've managed to lose track of though, Abby Rockworth. Creepy troll person. If you run into that one, let me know.
A circular building with a courtyard in the center.
The clinic also serves as the office for the rangers, though most of them hang out near the east gate.
The group meets Doctor Mel who explains the crew of the Harold seems to have come down with more serious effects from the island than usually seen. Though busy and tired, Doctor Mel will helpfully tell the group almost anything they ask.
- I work for the Vulcaneers, but I'm technically part of the rangers, not the scientists.
- They have some disagreements regarding how to best preserve the island. I get a long with them fine enough, but Akita sometimes runs into problems.
- Could have made a stop with the KPS on the way back.
- We made it from a mixture of kelp and these local volcanic rocks, originally ID'd by KPS. You can make them out in the dark because they have a soft yellow glow. But don't worry, they're less radioactive than a smoke detector.
When the group decides to leave, Mel insists:
Come back tomorrow. Some of these folks might need a night before they feel better.
The Kruzof Preservation Society
Outside the main camp, north just a minute of walking, a converted airship sits, nested on the ground sloping to the volcano. It might still work, but the owners have tethered it to the ground and have added scaffolding around it.
- Passed here on the way up to the volcano.
The Rusty Inn
Like almost everything in the town, this building is made from an old shipping container. But this one looks older and rusted, possibly intentionally. They also serve Local Grog.
Simply known as "The Pub" and nothing else. Also known for their local wine made from salal usually called Local Grog.
The Box Hotel
Another inn for visitors.
Spencer's Geo Supply
A vendor selling selling various wilderness, camping, and survival gear.
Event 1, Grumpster returns
After visiting their first location, Grumpster rushes to the east gate of the town surrounded by kelp-covered monstrosities. Ranger Blizzard joins the fight and they eventually fight off the monsters.
After the battle, Grumpster will plead for forgiveness, mentioning nightmares even worse than the hostile creatures. The rangers will take him to the clinic.
Event 2, Back to the clinic
After event 1 and after exploring some of the town, or the next morning at the latest, the group can return to the clinic.
Event 3, Investigation
After event 2, Akita returns and the PCs are free to investigate. Ranger Blizzard offers to enlist the PCs.
2.4 Chapter 4 Pyroducts
The PCs descend into pyroducts, a small group of tunnels left over from volcanic activity. Here they will have the opportunity to learn the fate of Ask and Elm, find the missing Abby Rockworth, discover that Faction X is a group of sasquatches imprisoned for corporate experiments by Doctor Akita and his evil twin. The nightmare feelings are a telepathic side effect from an imprisoned sasquatch in the jail.
See the map.
- Remains of Ash
- Construction debris
- Corrodor feels much hotter than the other rooms.
- The Dungeon
- Flooded hall
- The Office of Abby Rockworth
- The Heap
2.4.2 The Dungeon
Prisoners, other Faction X in their right mind who haven't been converted yet. There is only one left alive, Do-nana-chraik who is responsible for the nightmares. She was trying to call for help, but it backfired. She will thank the PCs and ask if they heard her message.
2.4.3 The Office of Abby Rockworth
Abby will put up no resistence and will surrender under most circumstances when facing violence. However, she will put up a struggle if her wealth is threatened and her info is not gratis.
Abby came the island undercover from Daifin to find out what happened to the Mad Scientist's lab. Abby is now also under the employment of Doctor Akita who has been transforming the peaceful sasquatches of Faction X into horrible monsters, keeping track of logistics in terms of bodies and victims.
2.4.4 The Heap
A room full of rubbish and dead bodies, including Elm.
2.4.5 The Lab
When the PCs enter the room, they see the following:
Doctor Akita stands behind a desk with controls on the middle left side of the room looking at two tables. The only light in the room comes from the controls. In front of Akita, the farther has a sasquatch lying down. The closer table is empty with a long, rectangular trough. Akita strikes the control panel and a syringe on a robotic arm swivels from the head of the table into the dim light and injects an orange liquid into the sasquatch. The trough on the closer table fills from the four corners. Seconds later it bubbles and a slim covered sasquatch that wasn't just there sits up.
- DC 12 perception to recognize Makini.
- DC 15 perception to realize it's an evil version of Doctor Akita.
Eviler Doctor Akita
The splash acid and drop acid attacks are the same, except for the limited weapon, Akita can only use it twice and it has a single target with a range of 2. On the other hand the dead switch there's one left over and hits anything within radius 1.
Stat Rating Size Medium Being Human Align Evil AC 15 HP 60 Speed 6 STR 10 DEX 10 CON 14 INT 18 WIS 18 CHA 16 Weapon Daifin Type 19 (1d10, 25 ammo) Limited Weapon Splash Acid (2d10, x2, range 2), Deploy Drone Dead Switch Splash Acid, radius 1 Drops Comlink
Faction X Sasquatch
Stat Rating Size Medium Being Sasquatch Align Evil AC 12 HP 30 Speed 6 STR 16 DEX 14 CON 16 INT 10 WIS 10 CHA 10 Weapon Ac Limited Weapon Splash Acid, 2d10, x2, range 2 Dead Switch Splash Acid, radius 1 Drops Comlink
Stat Rating Size Small Being Drone Align Neutral AC 12 HP 30 Speed 6 STR 16 DEX 14 CON 16 INT 10 WIS 10 CHA 10 Weapon Ac Limited Weapon Splash Acid, 2d10, x2, range 2 Dead Switch Splash Acid, radius 1 Drops Comlink