Wednesday 3 December 2014

The Last Log – A Call of Cthulhu scenario - Part II

A Call of Cthulhu scenario set on a Distant Planet far in the future


This is the Part II of this article. Check out The Last Log - Part I

CAMP OVERVIEW

Landing close to the camp, the party's first impression will be that it appears deserted and overgrown, with no sign of life. The campsite covers an area below a rocky escarpment flanked to one side by a ships boat and to the other by a ruined structure. Various chairs, tables and survey equipment lay in ordered piles, three tents and a laboratory pod are the main features. The whole area is shrouded in an eerie silence. The air is still and the site is tinged by green lichen which seems to be growing on all exposed surfaces. As the dust whipped up by the ship settles, the onboard computer registers a breathable if somewhat rarified atmosphere with no significant levels of toxicity. 

1. Large Tent
The contents are seemingly untouched — a few empty food cannisters are scattered about the floor. Cooking equipment is set up to the rear with rough communal seating around a collapsable table. Just inside the tent flaps is a desk and chair from the ship's pod on which is strewn various charts, logs, text books, and the medical aid kit.

Information Points:  
A. Food cannisters. They appear to have been opened recently. Contents analysis will reveal that decomposition is only about 3 weeks old.
B. Medical Kit. The box is open and the contents are in disorder; those with knowledge of first aid will note that the sedative and painkilling drugs are missing as is the drip feed and stand. 
C. The Duty Rosta. This is on the table just inside the entrance and details group activities, shifts and works schedules. The Team personnel are: 
Hannah Ross - Technical Assistant
Steve Cohen - Technical Assistant
Frank Brand - Security Supervisor 
Jem Briggs - Security Officer 
Marsh Gascoigne - Pilot and Engineer
Briggs’ name has been omitted from the last three day entries, and that Brand is noted as sick. 

2. Tent
Tent flaps are wide open revealing rough living quarters. Clothes, beer cans and personal effects Iitter the floor of the tent. There are two camp beds, on one of which lies the wasted body of Frank Brand. An intravenous drip hangs from his right forearm and dangles down to the ground. A broken plasma bottle and stand lie close to the bed. (SAN check, 1d6 loss if failed.) 

Information Points:
A. The body of Brand is strapped to the bed, both hands and legs are bound to the bed frame. 
B. The initial cause of death appears to have been blood loss. A closer examination will reveal a large gouge along the right side of the torso with considerable lacerations. The bed has few traces of blood. Neither has the ground. 
C. Chemical analysis will show that the contents of the bottle was a strong sedative (from the medical kit). 
D. Tags on the clothing show that this tent housed both Brand and Briggs.


3.  Tent 
Part of the rigid steel frame is buckled. Slumped against a support bar is a body with its head resting on its knees (SAN check, 1d6 SAN loss if failed). Contents are two portable beds with personal clothing and effects, there are maps, technical equipment, journals and texts of a mining nature.

Information Points:
A. The body is Steve Cohen (name tag on his jacket).
B. Cohens’ jaw bone and shoulder blades are shattered, fractured and displaced. The neck is broken and the clothing is badly torn. 
C. Some of the vertebrae of the back are shattered — showing that the body was thrown against the metal support pillar, with considerable force. 
D. A pool of dried blood is around the corpse, and the fabric of the tent around the entrance is splattered with blood. 
E. The tent appears to have been inhabitated by the technicians Cohen and Ross. 


4.  The Ship's Boat 
The ship is of an identical design to the landing partys’. Parked precariously all but 10 yards from the cliff face, an external examination of the ship will reveal that the front right hand landing foot is badly buckled. Vegetation and dirt partially cover the ships surface. 

Information Points:
A. A successful  listening roll will detect that faint humming noises emanate from the ship, suggesting that it is still powered. 
B. The rear cabin door is shut tight and opens only if the emergency release is activated.
C. Once opened, the rear cabin area is exposed revealing a huddled body (SAN check, 1d6 loss if failed). 
D. Closer examination shows that it is the body of Hannah Ross, one of the teams technical assistants. 
E. Clutched in the left hand of the corpse is a bottle of capsules. The body is unmarked and the cause of death appears to have been a massive overdose of painkillers. 
F. To characters with Pilot abilities it will be obvious that an abortive launch attempt had been made. 
G. Primary ignition switches are on and control systems disarray. Warning lights indicate landing gear malfunction. 
H. A primitive radar sweep system has been hastily installed and is operational and registering the presence of both landing party and their ship. The hailing tannoy is turned on (much to the alarm of those outside!). 
I. The armoury locker has been unsuccessfully forced, upon opening it (can be forced easily by two of the party) one rifle niche is empty. 
Overview: The ship is fully operational requiring at least two days work with welding equipment to realign the buckled foot. 


5. Temple 
Constructed of rough hewed stone and with paved flooring, its low walls have been reduced through the ages. An altar-like structure stands at its centre made of a dense smooth material, cold to the touch. Two tables have been erected on the site, various artifacts lie upon them, some in plastic bags. Hand tools are strewn around. 

Information Points:
A. A successful spot hidden throw at -20% around the temple will detect a circle of regularly placed black stones. As characters enter the area a breeze (chill) will pick up across the campsite.
B. Artifacts scattered on the table consist of numerous utensils, containers and bone carvings. (The players should be discouraged from too deep an analysis of these artifacts — merely being remnants of an ancient and unknown civilisation.) The books on the table are amateurish drawings of both temple and artifacts. There is a black stone placed on the table which is identical to those surrounding the temple area — they are distinctly alien and of a completely different structure to the temple’s material. Closer examination will reveal that the runes carved on the black stone are both crude and recent (a few months old). 
C. The altar is about chest height from the floor; it is approximately 8' long, with grooves running down its edges some 2" deep; a collection channel is cut into one corner. There is little vegetation visible around the site. 
D. The whole structure is of a solid and sophisticated construction which has borne well the ravages of time. 


6. Ship's Pod 
Standard Transtec laboratory pod. It is awkwardly balanced upon a rocky out- crop. Despite the pod's legendary sturdiness its bottom right hand corner has been crumpled inwards. Only one of its four doors appears open and it is only accessible by climbing the rocks and lowering oneself down into the entrance.

Information Points:
A. Deep impressions in the soft soil surround the pod. They are angular in appearance, starting some 20 yards from the pod's present position.
B. The three closed doors emergency access buttons fail to respond emitting only a hiss, indicating that they are functional. 
C. The outer surface of the pod is scarred with score marks. Gouges around both door and underside are of an irregular and indefinable nature. There are traces of carbon in small round indentations peppering the pod's surface. 
D. Closer examination of the doors will reveal the fact that they have been welded shut, from the inside... 
E. On looking through the pod entrance one can dimly see that the jumbled contents of the lab lie to the far end of the pod.
F. When illuminated, players will see a mass of smashed furniture and equipment; scattered papers and clothing partially cover two legs which protrude from the pile. 
G. Exposing the body will reveal the headless corpse of Cpt Spalding (SAN check, 1d8 loss if failed). 
H. Items of interest in the pod are some welding gear and cannisters. No weapons of any description are visible.
l. The body's head appears to have been literally torn off, there is no sign of it in the pod. 
J. In Spaldings jacket pocket is a black log book. This is the personal mission log of Spalding and details in note form the group's activities since November 25th 2243, dated Day 1. The entries are in the style of a detached professional- brief and emotionless. The notebook is more a scientific log than a personal diary, obviously unofficial.


Day 72. ...malfunction of survey droids at Base 70, running routine checks to establish faults. 
Day 77. am - security officers Brand and Briggs sent to establish nature of fault and possible repair. 
Day 80. am- after absence of a day without communication Brand returns alone in a state of shock, claiming that Briggs attempted to murder him... Brand sedated and stable.
 pm-...Brand's continual ravings unnerving the team, lam concerned for Briggs’ safety; am considering contacting Transtec for back-up and Brand's evacuation and replacement. 
Day 81 . l had to rebuke Ross this morning for wasting company time with alien artifacts, (a circle of black stones she hadn't noticed before) and have been forced to put temple out of bounds, team is stretched with two personnel absent from work rota... still no sign of Briggs. I wonder if he'll return. 
Day 82. Bases 10, 9, 6 all non-operative. Considering shutting down all subsidiary bases and concentrating efforts here... forced to sedate Brand due to his demoralising effect on the team. 
Day 83. am - talked to Brand this morning... no charge (hand writing worsens)...
pm - we have been under attack for three hours now... must assume that rest of party dead... no food... no weapons... have taken all precautions I can... can only hope now... (final entry scrawled and unreadable).

7.  Player’s Ship
See the Technology paragraph below.

8. Piles of equipment
The piles of equipment are all standard mining survey gear. Drill bits, sampling rods, explosives and detonators, some of which are open. 

9.  Service Droids. 
Stand inactive around the camp; successful electronic analysis will show that the batteries are dead and they are in a considerable state of despair.


By Jon Sutherland, Steve Williams and Tim Hall - White Dwarf

Tuesday 2 December 2014

The Last Log – A Call of Cthulhu scenario - Part I

A Call of Cthulhu scenario set on a Distant Planet far in the future


This is the Part I of this article.

GENERAL INTRODUCTION 

Although designed for Call of Cthulhu this scenario requires little work to adapt to most popular SF RPGS. In our experience, the less the players know about the system or the Lovecraft mythos the more rewarding it is for them. Setting the scenario out of the traditional 20s era shows just how flexible Call of Cthulhu can be. This scenario could be used either as an introduction to CoC for novice players, or as a basis of a new series for experienced ones. The Keeper should read the entire scenario thoroughly, before starting. The players are the crew on a Transtec Inc (an interstellar mining company) freighter (the SS Thatcher), ordered to detour to investigate a nearby planet where a Transtec survey team have lost Contact for several months. They travel down to the planet's surface in the Ship's Boat, which also carries an ATP (see Technology). 

Time Scale (for Keeper and Players)

2224-Discovery of the planet Pozalt 7.
2227-Basic geographical tests carried out. High probability of Mannox (an essential ore for ship drive systems) and other deposits suggested.
2230-lnterest shown by Transtec  Inc and Zark Investments for mining of Pozalt 7.
2235-Homeworld rebellion.  Zark Investments fund revolutionary organisation, Transtec backs government.
2237-Rebellion crushed, Zark Investments assets seized and Transtec rewarded with mining concerns (including Pozalt 7). 
2240-Mining interests of Pozalt rekindled after deposits of Mannox dwindle from existing mines. 
2241-Advanced survey team lands and establishes initial base on Pozalt 7. Planet declared uninhabited although traces of extinct civilisation remains, planet considered viable mining proposition.
2243-12 machine manned sites established. Base one is manned by a small coordinating team led by Cpt Spalding.
2244-Passing Transtec freighter ordered to detour to send an investigative team  to establish reasons for the communications breakdown... 

THE PLAYERS  (Crew of the Freighter, SS Thatcher)

Talos Berik 
AGE: 44 
STR: 13; CON:16; SIZ: 10; INT: 12; POW: 14; DEX: 15; CHA: 14; EDU: 7; SAN: 40 
Hit Points: 13 

Skills: First Aid 75%, Listen 80%, Spot Hidden 75%, Track 70%, Mech Repair 55%. Camouflage 70%, Hide 80%; Move Quietly 85%, Fast Talk 50%, Throw 90%.

Weapons: Slug thrower (auto) 2 shots per round, 2d8 damage, 75%, 8BPs; Bowie Knife 90°/o,1d6 damage (1 in each boot), 15BPs. 

Profile: Security co-ordinator for Transtec Mining Inc, Talos' unique abilities as a scout have been exploited to the full by Transtec. Security is always tight when rival companies compete for new sites. Talos' experience in the field has meant a constant, if unrewarding, supply of security work. During his fifteen years with the company, the ex-marine has become a shrewd judge of character, having met, arrested or totalised villains from every walk of life. Berik has the reputation of being a perfectionist, standing up to anyone who he feels threatens group safety. His clinical approach to the job has gained him immense respect from his colleagues. The trip to Pozalt 7 is to be his last before planned retirement at the end of the year. Physically Talos remains capable but the responsibilities of work have aged him prematurely. Years of solitude en route to missions have resulted in a tense, easily excitable individual brooding and withdrawn. The mission to Pozalt 7 represents the final barrier between him and the luxury of retirement; adventure is the last thing Talos needs...

Keeper Only Notes. Talos Berik is suffering from acute paranoia. Once the events begin to unfold, suspicions towards certain players will heighten... Through careful twisting of the actual plot line the Keeper should do his best to construct a reasonable mistrust between Talos and the rest of the characters. Talos' secret should not even be revealed to the player of the character.

Delia Wasp
AGE: 32
STR: 10; CON: 13; SIZ: 11; INT: 17; POW: 11; DEX: 14; CHA: 10; EDU: 19; SAN: 80
Hit Points: 10
Skills: Chemistry 65%; First Aid 85%; Computer/Library Use 60%; Diagnose Disease 75%; Psychology 55%.
Weapons: None.
Profile: Medic. In many ways Delia represents the complete opposite of Talos; level headed, somewhat overcautious, preferring to maintain a low profile and unwilling to put herself in any physical danger. Although obviously intimidated by security, Delia will speak out against brash attempts to deal with matters medical. A former mortician with the Transtec Cryogenic Division she remains ever calm with the impersonality expected from a professional. The overall impression is that of a rather morbid individual less approachable than the good natured Cpt Gritton.
 Keeper Only Notes. She is likely to be the first to detect Talos’ basic instability (using her psychology skills).

Cpt Peter Gritton 
AGE: 29 
STR: 12; CON:14; SIZ: 17; INT: 13; POW: 13; DEX: 16; CHA: 11; EDU:11; SAN: 58 
Hit Points:. 16 

Skills: First Aid 50%, Listen 60%, Psychology 25%, Spot Hidden 50%, Hide 35%, Move Quietly 70%, Oratory 45%, Pilot Ship's Boat 55%, Drive ATP 40%.

Weapons: Magnum, 2 shots per round, 1d10+2 damage, 55%, 8BPs. 

Profile: Gritton is inexperienced, with little active service to his credit. Having been in Transtecs’ employ for four years his knowledge is largely theory. His rank has been forced upon him by the lack of experienced personnel aboard the diverted freighter. He makes up for his lack of practical skills with boundless enthusiasm. He is less than decisive and prefers to seek the advice of others. He does, however, display a natural flair for organisation. Gritton appreciates the opportunity given to him and sees it as a chance to prove that he is official material. He knows Talos reputation and will not let him undermine his authority. 

Roger Needham
STR: 11; CON: 12; SIZ: 11; INT: 10; POW: 12; DEX: 13; CHA: 12; EDU:10; SAN: 55
Hit Points: 12

Skills: Electrical Repair 45%, Mechanical Repair 50%, Operate Heavy Machinery 40%, Pilot Ship's Boat 90%, Drive ATP 70%, Listen 35%, SDOI Hidden 50%.

Weapons: Ships standard rifle, 1 shot per round, 2d6+3, 35%, 10BPs.

Profile: Bored back-up pilot, irritated with the routine of day to day life in space. The one volunteer of the party, he is a lively individual, willing to contribute his ideas even when not asked.
Keeper Only Notes. Needham is the most flexible of the four. His role although not central is crucial, being the only all round technician and pilot. 

NON-PLAYER CHARACTERS 

Security Personnel 
Five individuals, use same stats for each.
DEX: 12; SAN: 50 
Hit Points: 16 

Weapons: Machine pistols, 1d10+2 damage, 45%, 9BPs. 

Skills: Move Quietly 40%, Spot Hidden 60%, Listen 55%. 
Notes: Under direct control of Talos, they trust him and will be reluctant to follow anyone else's orders. They should not act particularly independently and rely on clear (and simple) instructions from Talos (via throat mikes). Security operatives have high-tensile plastic body armour that will absorb 1d10-1 damage from any attack.

Ships Crew
 Two individuals, use same stats. 
DEX: 11; SAN:40 
Hit Points: 12 

Weapons: None. 

Skills: Ship-handling (general maintenance) 50%. 
Notes: Under Needham's command; they are little more than deckhands virtually useless for any non-ship activities. 

Zark Rebels 
Four individuals, use same stats. 
DEX: 16; SAN: 25 
Hit Points: 15 

Weapons: Machine pistols, 1d10+2 damage, 50%, 9BPs. 

Skills: Move Quietly 55%, Listen 60%, Spot Hidden 50%, Drive APC 40%.

Notes: They have a Zark ATV (see Technology) at their disposal. They will be very unwilling to stand and fight. If attacked they will return fire only for as long as it takes to effect escape. They are semi-uniformed with characteristic Zark Investments insignia. The ATV will be recognised by Talos as standard rebel design. 

The Star Vampire 
STR: 30; CON: 15; SIZ: 30; INT: 12; POW: 15; DEX: 10 
Hit Points: 15 
Weapons: Talons, 40%,1d6+2d6.  Bite, 80%, Blood drain. 
Note: Read section on Star Vampires in rulebook for attack details. SAN loss for sighting, 1d10. Lose 1 SAN even if successful. This hideous servitor is automatically summoned 1d6 hours after any individual breaks the warding created by the stone circle. It will attempt to rend all those in the area and will only withdraw when the party has either left or been destroyed. It also possesses the ability to use shrivelling spells to its POW limit but prefers to rip-up its victims. 

Jem Briggs — The Sniper 
STR: 12; CON:15; SIZ: 14; INT: 7; POW: 9; DEX: 16; CHA: 5; EDU: 6; SAN: 0 
Hit Points: 15 
Weapons: Ships Rifle (6 shots only) 75%,1 shot per round 2d6+3 damage, 10BPs 
Skills: Listen 70%, Spot Hidden 70%, Move Quietly 65%, Cthulhu Mythos 25%, Kick 30%. 

Notes: Briggs is the last remaining survivor of the first expedition. Constantly on the run from both rebels and tribes-men, he has led the life of a scavenger stealing food from the base whenever he can pluck up the courage to do so. Hidden in the rocks he will open fire on the party if they venture too near the temple. Make sure the players have actually broken the warding around the temple before he fires! He knows its danger, and has seen the monsters (his SAN proves this!). lf all else fails or he runs out of ammunition Briggs will run directly towards the temple in an attempt to stop the accidental summoning, screaming and gesticulating madly. He is long past caring about being rescued. if he is captured alive, at first he is just a gibbering wreck and is unable to make himself understood in any way. After a while and under sedation, Briggs will quieten down and begin a delirious, but coherent babbling, describing the summoning of the Vampire at Base 10, the nomads of Dan-A-Thos and their outrage at the ‘desecration’ of Base 1 and the danger of the Temple (see Keepers explanation of the destruction of Spalding's party).


By Jon Sutherland, Steve Williams and Tim Hall - White Dwarf