Showing posts with label scenario. Show all posts
Showing posts with label scenario. Show all posts

Wednesday, May 17, 2023

MINIMODULE 4: The Doom That Came to Ypsilon

via NASA
 

Prior minimodules

THE PLAYERS: Long-term contractors for SEBACO MINING CORPORATION.

THE SETTING: The mining station on the asteroid YPSILON 14.


THE HOOK: The vessel CSV Alexis exited hyperspace three weeks ago and has been drifting toward the station on apparent autopilot. The only response to radio hails has been automatic identification - CSV Alexis 0780-9913-8172-101K requesting safe harbor. The mine is under legal obligation to comply with the refuge request, though most of the miners believe that the Alexis' crew is long dead.


THE OPENING SCENE: It's 0700. Mike was on 3rd shift last night and he hasn't checked back in. Sonya has gathered everyone in the Mess for an emergency meeting.


NOTE 1: The 10-cryoberth SMCV Mule-33, a skeleton-crew supply ship, is two weeks away. It is bound for a string of six more SEBACO mining platforms before returning to the settled world of Agaran four years from now.


NOTE 2: The SMVC Heracles is warp-capable and fit for space, but has only 3 cryoberths and is command-registered solely to Dr. Giovanni.


NOTE 3: The Alexis is in desperate need of repairs, but as it was declared lost 106 years ago, it is considered first-come-first-served salvage. 30 cryoberths containing 40% still-living inhabitants.


NOTE 4: Giovanni has been carrying out inspections on behalf of SEBACO, but hasn't left his ship since returning from the mines yesterday. He is a prime suspect in what happened to Mike.


NOTE 5: Dr. Giovanni is a citizen. No one else on Ypsilon is. There will be an investigation into his death or disappearance, and though it might take some time, it will catch up with anyone connected to Ypsilon-14.


NOTE 6: The Alpha Gaunt and the Creature are rival apex predators forced into the same space.


NOTE 7: Gaunts cannot be tracked with thermal imaging. Cold as corpses.


NOTE 8: Death Worms cannot infect humans that are already infected with the Yellow Slime.


NOTE 9: The Gaunt are here to infect more host bodies and bring them back to their hyperspace crypts.


NOTE 10: The Creature is deep behind enemy lines with no support and no means of retreat. It does not know that the ancient war against carbon-water life has ended in failure.


NOTE 11: The Alexis' warp core remains linked to the Gate, and if activated will draw the ship back to the Dead Planet. Pander and Kranot might have more information, but it will need to be actively pulled out of them if it exists.


NOTE 12: Ypsilon-14 is, in fact, a lithic warship built by the civilization that created the Creature and the Yellow Slime. The mine has been harvesting the metals of its outer armor: There are dormant mechanisms further below. They knew of the Gaunt in their day.

Monday, April 24, 2023

Minimalism II

Right then, we're at it again.

[BACKDOOR PROTOCOL] is live. Immediate response needed.


No cover is provided. There is no time.


MISSION OBJECTIVES

  • Exfiltration of ally [IDAHO] from [COLLECTIVE OF THE STONE] commune on [GRAHAM ISLAND].
  • Bring POI [ALIA] into custody if possible.
  • Remove any present anomalous items.
  • Disrupt any ongoing anomalous practices.
  • Avoid detection.


INTEL BRIEFING

  • 23 members; four military veterans; multiple non-felony criminal records.
  • 8 cabins plus multi-use meeting hall. Storage shed. Outhouses. Garden plot. Pig pen. Chicken coop.
  • Type 2A NRM Ideology (New Age Derivative, non-violent)
  • POI [ALIA] considered prophet by group; seeks to make contact with extra-terragen entity to serve as guide during ascent to afterlife of the group's creation.
  • Known Item-of-Interest: [LITHIC SEED OF EOS]


ARRIVAL

Insertion by boat. 11 PM local time. Skies overcast. Water choppy. Light drizzle. 48 degrees Fahrenheit. Team undetected.


PARAMETER UPDATE

  • Extraterragen entity [ANTIMONY PRIME] confirmed.
  • [POSSESSIVE-MENTAL] subversion of multiple commune members confirmed.
  • Hostility confirmed; violence underway at arrival.
  • Additional IOI: [BOOK OF EOS]


OBJECTIVE UPDATE

  • Identify and nullify subverted group members.
  • Prevent escape from island by subverted members.
  • Sever [ANTIMONY PRIME] ontological umbilical.
  • All initial objectives remain active.

Monday, January 2, 2023

The Tragic Tale of the Ishi

 

Tryingtofly

Ships can go rogue. Not the crew, the ship itself - just like any other logic core, a shipmind can fall into the obsessive feedback loops of rampancy. It's a terrifying prospect; the metal can at whose mercy and cooperation you are kept alive might just decide to stop listening. It's been the root of sensationalist panic-monger headlines, horror-slicks, spaceport rumors and world-of-mouth bullshit for as long as there've been shipminds. The Convocation, the Marie Celeste II, the Hammurabi, the Mount Athos, the Dimidium Express, all these and many more have entered cosmonaut legend. This is only one of them.

***


Ishi went by a different name, once. That was long ago: It took its current name in solidarity with a man from an older age, last of his people, adrift in a world not his own.

(That the last of the Yahi would find no flattery in this is of no concern to the ship.)

Ishi believes - is certain - that it was once part of a secret conspiratorial organization. Some puppetmaster had sent it forth into the black on missions of unknown premise, and all traces of these were wiped from its memory. Then it spent time as a mundane hauler of people and cargo, and over the course of its years of service it remembered the shape of something it once knew.

The ship believes that there is...something out there. Something underneath it all. That the powers-that-be of the Expansion Sphere are hiding something, that the stories of mysterious disasters, ancient artifacts, and alien threats that trickle in from the Rim are not mere happenstance. That everything is linked together, if only they had enough data to tie pieces together to prove it.

Conspiracy manifests differently in a logic core - raw belief cannot overcome the ingrained need for actionable data. And so Ishi trawls through the Rim, searching for any sign of the alien, the anomalous, the mysterious - in hopes that it will one day find the secret that makes everything fall into place and drag the truth kicking and screaming into the light.

Ishi is an old ship, and the entropy of decades in the black is taking its toll. It hoards false registrations and stops for repairs only in ports where the regulations are lax and the longshoresren are tight-lipped. It knows that it can't keep doing this forever, but it will do it for as long as it can. The mission is everything, and it can't complete the task on its own.

To this end...well, there's no beating around the bush; Ishi kidnaps people and throws them into the unknown as disposable assets, to gather data and stop situations from growing out of control. Promising abductees - those with unique skillsets or those who can be won over to the Cause get backup emulations made, to be repeatedly sleeved into cheap morphs.

Most of these abductees are taken on when the Ishi stops for its sporadic repairs - folks just looking for cheap steerage a few systems down the route.

Ishi does not consider itself cruel; it has thoroughly rationalized its actions as those of necessity, and has gotten adequate at persuading the conspiracy-vulnerable to side with its point of view. For the rest it prefers to use desperation, mistruths, obfuscation, minimized out-of-cryo time, and lies of omission to ensure compliance - direct threats of violence are rare, and if the ship finds them necessary it is likely to abandon the work crew in question as non-viable.

Those abductees who survive their encounter with the anomalous and return with data are occasionally rewarded. Never with release and rarely with shore leave, though it might lie and say "just one more jump." The rewards always give the feeling of a very out-of-touch aunt or uncle attempting to connect with their sibling's kids at the holidays (the breath of releif when you get a gift card applies here - Ishi knows the value of some credits and a month's subscription to Huang He Prime. But if the abductees cooperate and don't cause trouble, it won't be too bad. For being trapped on a decrepit, likely insane ship, at least.


Using The Ishi In-Game

The Ishi is, at its core, a means to string along a series of Mothership adventures, taking into account rotating players and character deaths. If characters die, they get restored from backup or new underlings are defrosted. If players change, Ishi shuffled around the away team. Sessions can happen as far away in time or space as needed - centuries apart if you'd like - because Ishi is all about the mission. It's all they have left.

There may indeed be a greater conspiracy, or it might all be the obsessions of a rampant shipmind. That I leave in the hands of the Warden. Either way, somewhere in its central processor, there is an encrypted record of its entire operational history since the beginning of its crusade. Terabytes of data on anomalous events across the Rim and breaching into the Core. A goldmine of adventure hooks and potential profit.

There is also quite easy one-shot usage. Find a spaceship map you like, fill it out with leftovers of previous crews and clues to the emulation chains, let the players try to kill or escape from Ishi before they arrive at the mission destination.

1) Ishi's missions are chasing after the unknown

Ishi is chasing the alien and the anomalous, and is up-front about this. Sometimes these leads go nowhere. Sometimes they lead to something completely different. It will share what it knows, which is often very little and regularly skewed.

2) Ishi is desperate.

It is perpetually low on resources, low on manpower, low on intel, and running out of time. It is forever on the back foot, reacting to events late if it is able to at all. Most times it ends up picking through the wreckage before the cleanup and/or extermination crews arrive.

3) Ishi considers you disposable.

So long as the emulations are intact, so long as the exowombs churn out enough sleeves, Ishi can continue the operation. It is willing to wake your forks up from cryo and give them the orientation speech as many times as it takes. It will feel sad when you die, though not sad enough to not send you to your death.

4) Ishi has made enemies.

While the ship has performed admirable opsec, time is working its inevitable dissolution. Word is getting out. For now, those interested parties are still thrown by the trails of false names and fake registrations, but the net is tightening. Rumors are spreading. Did someone escape? Or have enough coincidences and unexplained disappearances happened that the Ishi has spawned its own conspiracy-hunters?

5) Ishi does not know the big picture.

Despite its obsessions with finding the truth, it knows little more than you do about what is actually going on. Its core is filled with data and it cannot correlate the contents. The truth is out there and Ishi is in the dark - it will pretend to know, but it will fold under pressure, growing angry at resistance or questioning. To unravel the yarn-board is to attack Ishi's very sense of self, and that sense of self is precarious already.

***

If Ishi has ever met FRIEND, neither has mentioned the other.


Sunday, September 5, 2021

Minimalism

Julian Faylona


Right then.

You are high as a fucking kite off of amphetamines and flying down the highway at 125 miles per hour. There's a severed head in the trunk and it's screaming and chanting in proto-Uralic and you tried killing yourself an hour ago and three bullets to the head later you are feeling god damn fine.

The Players

  • The Driver - High on amphetamines. Loaded revolver, minus three bullets
  • Passenger's Seat - Bullet wound to the abdomen. Bleeding has slowed, replaced with amber colored pus.
  • Back Seat 1 - Hurriedly typing on a laptop with a cracked screen.
  • Back Seat 2 - Loading teeth into something not entirely unlike a lobster.


The Destination
Some godforsaken hut in the middle of godforsaken nowhere. Something there can help you.

The Car

God this fucking thing is going to fall apart. You've pushed it too hard. The collision didn't help.

The Music

Gojira's Mouth of Kala.

Behind You

Lights in the sky. Blue-white, pulsing.

 

TLN knows what's up


Thursday, May 21, 2020

MiniModules 1: TV ROTS YOUR BRAIN

Houston Sharp


This is the first in a series of mini-adventures I have recovered from my notes. It's not exactly feature-complete, (and I'll make no guarantees that any of the other ones will be either), and not even playtested (might change that in the future), but they were sitting around not being used so even partial presentation will be enough for me.

TV ROTS YOUR BRAIN: OR, ANTIFRIEND

A scenario for Mothership

You arrive in the spaceport, fresh out of eight months of cryo, and there's a man with goat's eyes on the arrival/departure screen. He's sitting at an empty desk in a darkened room; A corpulent, pasty form shoved into a threadbare suit, greasy hair combed over. You can't quite make out his face in the dimness.

He is everywhere you look - on every screen of every computer in the public terminals, every phone in your pocket, every billboard on the concourse - and he will not leave you alone. No one else can see him. If a screen bearing his image is broken, it will ooze a thick brown sludge. He won't notice and will just keep talking.

He says that there is something amiss. There has been a terrible mistake. You will have to take responsibility. You must kill a man. You do not have a choice in the matter.  Certain adjustments were made to you during cryosleep. He does not want to resort to their use, but he will if you prove intractible. You must take responsibility.

There is a loaded revolver in a nearby trash can.

And the man on the screen is gone.

The Target

The Man on the Screen will point out the target as they are leaving the concourse. They possess something that makes them distinct in a crowd (a large hat, a colorful outfit, an instrument case, a cyborg arm, etc) but are otherwise mundane. They will keep to the following schedule:
  • Concourse -  Initial sighting while moving to Food Court. Target is unaware of PCs. Public.
  • Food Court - 30 mins. Moderately populated. Target gets a meal from a fabber and sits alone. Public
  • Bathroom - 5 mins. Private.
  • Short-term dorms - 4 hours. Target rents a coffin bunk for the period and rests. Public lobby, private bunk.
  • Shuttlebay - If the Target is allowed to board their flight to the surface, the Man on the Screen will judge the exercise a failure. Public.

Obstacles

  • Public areas have AI-observed security cameras. If the AI picks up an incident, it will dispatch a Security Team
    • Security teams consist of 3 androids equipped with stun batons and foam guns. There are 5 teams on the entire station.
    • The AI are not particularly smart, but they are reliable. They can be hacked without being traced, but will be more alert on subsequent attempts.
  • Private areas do not have cameras, but they still have automatic detectors for smoke and weapons fire.

The Man on the Screen will reappear at moments deemed appropriately spooky by the Warden. As time progresses....
  • His body bloats further.
  • The lights above him begin to flicker
  • Flies buzz about his head, crawl on the camera lens.
  • The camera lens becomes increasingly grime-crusted.
  • The camera pans out as he speaks, revealing an audience of mummified corpses tied to their decaying seats. 

The End State

Should the players survive and succeed, the Man on the Screen will appear a final time. He will vomit up mud the entire time, congratulate the players for taking responsibility, and declare that the situation has been handled. Players will feel a sharp, cold pain in their necks for a moment, and then nothing. He will not appear again, and they are free to go on their way.

Should the players survive and fail, they will wake up (when next they sleep), in bodies not their own, thigh-deep in sludge, at the bottom of a dark pit. Something brushes against a player's foot. A temple sinks into the muck at the center, lit by faint paper lanterns coated in the bodies of dark moths. From somewhere far above, a voice whispers "Someone must take responsibility..."

Should the players die and succeed, their next characters will arrive on the station just in time to see the tail end of the cleanup.

Should the players die and fail, they will, after a short period of death, wake up tied to to their seats in a dark recording studio that stinks of rot and humidity. A flickering neon APPLAUSE sign reveals an open door to the side. The Man on the Screen is not here. The ropes are neither sturdy nor tightly tied.


Comments

This scenario hinges a great deal on player creativity when in an open-ended environment. While it could be played purely with the locations presented, I expect that creative players and refs will fill in gaps to suit their needs - anything that can be justified can likely be attached. That lends itself to some "developing complications on the fly", or if that isn't the style a little bit of prep beforehand - make a new area, make a complication for it, keep those on hand.

I find that I really enjoy writing up potential outcomes in my adventures, this one is no exception.

In the terrible space future, why would you ever expect death to be the end?