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moths
Aug 25, 2004

I would also still appreciate some danger.



In ...from TG.

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moths
Aug 25, 2004

I would also still appreciate some danger.



Would you mind reposting the questions and answers here?

moths
Aug 25, 2004

I would also still appreciate some danger.



The Tomb of Drix

The player characters have been contacted by an archeological scholar and showman Dr Zee.  Zee has a dubious reputation as an expert on pre-apocalypse matters - despite having no qualifications or credentials, his research is unerringly and inexplicably correct. 

Zee invites the players to his island museum.   This island is a remnant of the flooded northwest, paved over with a strip-mall constructed on it.  There are several “businesses,” all chain restaurants and big box stores. Guards patrol the island, dressed in the work uniforms of the represented retail stores and incongruously armed with halberds.

He meets them at the Starbucks, which he has painstakingly restored and recreated to a nearly perfect copy.  Stress this to any players whose characters have knowledge of the pre-apocalyptic world.  Feel free to use the phrase “...like someone reached back in time and grabbed a Starbucks.”  Describe this place as the last Starbucks you visited.

Zee offers the characters an opportunity to aid him in his latest endeavor, an archeological dig at a pre-cataclysmic cemetery. There’s a body, a specific body, which he believes was buried with artefacts offering clues to complete the crown jewel of his museum park - A 1990’s era Walmart.

What’s really going on is that Dr Zee is a monster.  His park is a disaster. Nobody wanted to visit these places before the apocalypse, and nobody wants to visit them now. He has no scholarly talent, he has no time machine, and he has no business sense. This will all become apparent upon talking to him for more than three minutes. He has all but abandoned the future of the park weeks ago, and has re-purposed his resources.

He has one source for his pre-war knowledge: He beats it out of a sasquatch. 

A sasquatch is an interdimensional being, with one relevant ability to this adventure: It assumes the feelings, memories, abilities, hopes, and aspirations of genetic material it consumes - this process essentially fuses its mind, heart, and soul with its last meal. A complex identity can overwhelm its own, and a strong personality can reside indefinitely within a sasquatch. This isn’t voluntary, and isn’t avoidable. For this reason, nearly all sasquatches are vegetarian; Feeling like grapes for a few hours is preferable to the confused jumble of fusing your consciousness with a prey animal.

Zee has captured a sasquatch and  has been feeding it the exhumed bodies of working-class pre-apocalypse people, then torturing the hybrid persona to learn what their life was like, down to the finest detail. This takes place in the back room of the Walmart.

He offers the players an opportunity to tour the island, but cautions them against visiting the Walmart, as that exhibit isn’t complete. The Walmart is under guard, and contains the enslaved sasquatch in a soundproofed interrogation chamber, and dozens of caskets containing partially-consumed human remains.  If they liberate the sasquatch, it’ll seek immediate vengeance on Zee - enlisting the players as aid and joining their party.

It’s starting to occur to Zee that his museum park is a disaster, the island isn’t making any money, and he’s barely making enough to pay the guards. He won’t tell the players this, he won’t tell the guards this either. He’s going into the music business.

Zee wants the players to exhume a specific body which he tells the players was buried with “certain artefacts” necessary for the completion of his Walmart. He offers them directions to a burial site indicating where the Tomb of Drix lies on one of the two nearby cemetery islands.

Zee’s plan is to hire the player characters steal the remains of Jimmy Hendrix, feed him to sasquatch, and then enslave the fused being to produce and record music from his island. 

This is an ethically bankrupt plan, but it will work. Or would, if not for Zee’s previous experiments in entertainment.  For the last few weeks, he’s been feeding his sasquatch the degraded remains of celebrities and entertainers, hoping to find anyone marketable. The sasquatch has most recently eaten and imbued Bruce Lee, who Zee only knew as a relatively minor film star.

As the characters travel to the cemetery islands, Bruce/Sasquatch will easily overpower the guards and escape, stealing a boat and setting off to the grave of Brandon Lee.  The fused being wants three things: To live in peace, to consume his son giving Brandon a second chance at “life” - and revenge against Dr Zee.

Brandon Lee and Jimi Hendrix are buried on neighboring islands. Bruce/Sasquatch will correctly assume that the players are working for Zee, and move to stop them.

This is where things get interesting, and where the players take over determining the outcome. Sasquatch/Bruce is the real victim in all this, and he’ll make an effort to enlist the players in ending Zee’s corporate necromancy. It’s up to them whether they assist in the Lees’ revenge, or take him back to Zee along with the body of Hendrix.

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