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| #1jacemachineSep 03, 2007 20:46:04 | So I need some help... One of my current campaigns is borrowing the Secret Island Facilty idea and running with it. Obviously I'm influenced by LOST, Dino Crisis, Resident Evil: Code Veronica, and the Jurassic Park franchise's Islas Nublar & Sorna. No zombies. No dinos. Huh?* Meet CielCorp. They're a French Tech company with their own private island just 70 or so miles west of Tahiti. See?
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| #2zombiegleemaxSep 03, 2007 21:20:24 | I wish I had your creativity. Anyway, I love the whole mutated creatures thing. Reminds me of an old PC game I'd be glad to help you if you need any random input. I'm not the best at getting fresh ideas, but I can fill out pre-made ones pretty well. |
| #3raptorialSep 04, 2007 5:42:47 | 1. Well, a good start would be to convert the giant ants and mantis from D&D to d20 Modern...maybe even add some giant bees like from the Mysterious Island. 2. Traps. Traps are always good. Spike traps, log traps, biochemical traps... 3. Have the feral scientists come to check their traps to see what their current booty is. 4. Give some eery atmosphere. Nothing says cannibals like heads on spikes in the jungle, and sounds of skittering activity from a hollow tree in the dense fog that cannot be located lets your players know something's there...just not where or what it is. If you were to give the player levels desired, I could try to whip up some NPCs to help. EDIT: And I have Impossible Creatures...awesome game, great ideas. That makes me want to try a Modern game set there. |
| #4jacemachineSep 04, 2007 7:08:26 | The PC's team consists of one 4th level, and three 3rd levels. The 4th level and one 3rd level are combat capable, the other two... not so much. It's not that they can't fight-- they're just not built to be combat monkeys.PLAYERS & OPERATIVES: More Friggin Ideas - Electric Cars - Underground tram system - Main power grid had been shut down to disable the Angel Light. - Storm shutters and blast doors have closed all over the facility due to loss of power. - Several power substations must be re-set to reactivate power in the individual sections of the island. - Once main power is restored, sirens and klaxons will go off. - The place was in the process of entering emergency lockdown when the power was cut. - If the players are good, they can h4x0r the computers, cancel the lockdown and open the blast doors. - Human Mousetraps Two main camps of Feral Sci Types, with differing "religions", are at a tense stalemate. They are not at open war, but individual gangs or scientists will attack nearly anyone (but their fellow scientists) if their numbers are greater. |
| #5jacemachineSep 04, 2007 7:15:23 | So the background on what happened is this. The Angel Light lab (Lumière D'Ange) is the source of the problem. This device, in my story, discharged all sorts of bad energy over a period of time, and it began to erode the sanity of the men who worked closest to it. However, the effect was great enough to affect the whole island. The people went mad, and split up into warring tribal factions. Two humanoid android security robots (based of the HUcast from PSO) were each captured and reprogrammed by a different tribe, and they now wonder the island looking to do harm to anyone that isn't from the tribe that reprogrammed it. The HUcast PC's might get caught in a battle ground between these two bots at some point. Approximately two months have past since the INCIDENT. |
| #6jacemachineSep 04, 2007 7:37:36 | 1. Well, a good start would be to convert the giant ants and mantis from D&D to d20 Modern...maybe even add some giant bees like from the Mysterious Island. I've been a little busy this morning carrying over various links and such to the work that I've already put in, the Mantid I got already, but I haven't carried arcoss the ants yet. Bees are scary. ![]() 2. Traps. Traps are always good. Spike traps, log traps, biochemical traps... Definitely-- Traps ARE always good. 3. Have the feral scientists come to check their traps to see what their current booty is. Good idea. 4. Give some eery atmosphere. Nothing says cannibals like heads on spikes in the jungle, and sounds of skittering activity from a hollow tree in the dense fog that cannot be located lets your players know something's there...just not where or what it is. Heads on spikes... Check. Eerie atmosphere... The island has an almost steady fog cover due to it's warm volcanic nature. If you were to give the player levels desired, I could try to whip up some NPCs to help. PLEASE DO! EDIT: And I have Impossible Creatures...awesome game, great ideas. That makes me want to try a Modern game set there. I remember that game. Never played it, but it looked cool! This is the island where I actually wanted to use MANBEARPIG too--- just as a joke encounter, really. |
| #7raymoreSep 04, 2007 9:15:04 | Im at work right now but the first thing I thought was that scene from King Kong, the locals on the island making an alter - then kong climbing to them with a sort of sacrifice. Well - could you use that? One PC or someone who is supposed to be saved gets taken from a huge ape? Also the locals in movies like that always have powerful traq darts with deadly accuracy. |
| #8jacemachineSep 04, 2007 10:30:40 | Im at work right now but the first thing I thought was that scene from King Kong, the locals on the island making an alter - then kong climbing to them with a sort of sacrifice. Well - could you use that? One PC or someone who is supposed to be saved gets taken from a huge ape? I had been considering the Huge Ape Scenario, but more to the affect of How could I utilize a bigass creature encounter? Something link Kong or the JP franchise's T-Rex... etc. I'm keeping my option open, but I don't want to play all my cards too soon-- ![]() If anyone could come up with Location Specific Encounter Ideas for any of the locations below, please suggest away. ]Isle de Noir (Black Isle) Welcome/Orientation Center - CielCorp’s mascot the frog. Hurray frog! Medical Center - Bleeding from your ******? Stop here. Barracks - Not just a sci-town. Everyone lives here. Except CielCorp SWAT. Administration Center - Yeah… Peter. About that memo… Athletic Center - Basketball, Racquetball, Swimming Pool, Full Gym . The Ant Farm (Le Formicarium) - Bugs & Crawlies Lab. Not just ants! The Green House (La Serre Chaude) - Mutated Plants Lab. The Blender (Le Mélangeur) - Gene Mixing Lab. Storage Shed(s) - Throughout the island. Contents vary pending location. Motor Pool - Vehicles & the crap to keep them running are here. Fuel Station(s) - Should be something more than just gasoline. Dock & Landing - Arrival by ocean. Very romantic. Armory & PS Post - CielCorp SWAT-style team island HQ. Heliport - Fly back and forth from Tahiti from here, oh CielCorp Suits. Submarine Dock - I’m Secret. Shhhh…! Maintenance Bldg - Maintenance & stuff. Machine shop. The Farm - They grow veggies and crap here. Yes, they crap here. Moo. Communications Bldg - Basez ceci est écho Noir. Copiez-vous ? Yeah, what that guy said. Generator Station(s) - Placed according to need. Lumière D'Ange - The Angel Light lab. Location Top Secret. Even if your suggestions are brief-- Just gimme a place to start. ;) |
| #9raptorialSep 04, 2007 11:30:09 | I haven't done any NPCs yet, but here is a creature to think about. Illwrought Ivy Medium Plant Hit Dice/Hit Points: 2d8+4/13 MAS: 14 Initiative: +1 (+1 Dex) Speed: 0 ft., climb 5 ft. Defense: 12 (+1 Dex, +1 natural), touch 11, flat-footed 11 Base Attack/Grapple: +1/-1 Attack: -1 melee (1d4-2 plus 38% chance of small pox, slam) Full Attack: -1 melee (1d4-2 plus 38% chance of small pox, slam) Space/Reach: 5 ft. by 5 ft./5 ft. Special Qualities: Low-light vision, plant traits Saves: Fort +5, Ref +1, Will -4 Abilities: Str 7, Dex 13, Con 14, Int 1, Wis 2, Cha 2 Skills: Climb +3, Concentration +4 Feats: None Challenge Rating: 1/2 Allegiances: None Advancement: 3-4 HD (Medium); 5-6 HD (Large; Queen of Sorrows) These genetically enhanced ivies crawl upon the walls of the Green House, and were originally spawned from experiments to find a way to cure cancer. The plants, instead, developed their own vicious weaponry in the form of small pox-carrying spores in their leaves. Queen of Sorrows Ivy: These unusually large illwrought ivies have blood red leaves. Instead of carrying small pox, the horrid Queen of Sorrows has a 60% chance of carrying anthrax. |
| #10jacemachineSep 04, 2007 11:35:37 | I can tell already... this is gonna be sweet! Thanks Raptorial!!! ![]() |
| #11raymoreSep 04, 2007 11:53:11 | Let see if this can get you started: I think the Ant Farm, Green House, and Blender, should all be together. I mean - the "breakout" in the blender laid this toxin in the ventilation that manipulated all the plants and insects - not just the tested one. So therefore - ones that were already enlarged and/or violent get even bigger and more violent. They should be connected but distinctly separate - for example - maybe a long tress system (work in your monorail transit - PS i like raptors in the train. Seems right). I see one building, maybe the Ant farm, big building - now over run. Then connected to the building is a tram - it goes to the Blender but can make a complete circuit to the Green house. You know what I mean? Kinda like half an Oval - Ant and Green house on left and right - Blender at top of oval. In the ant farm, I like Bees, Hornets a huge nest - Boss fight with a Queen bee and drones that keep coming from the hive. Also, to ease the troubles of the ant farm you could have a side quest to release a insect-aside. In the blender, I think some walking plants and different bugs, spiders and some like centipedes however I don't know the stats on them. In the heart of the blender - you need to shut off the main supply line thats releasing the toxins. In the Green House - plain and simple I think that this place should be a maze. And at some dead ends make a random encounter that is actually a plan on the wall. And feel free to have fun with the plant stats I mean - poisons, sleep, slow, confuse. The goal here is that A item needed to maybe thwart a part of the island is in there at the end. For intense a nano-antibody that defends them selfs from the islands evil mentalness. The Storage shed could be a Random Encounter/Trap/Treasure or supply chart. Make a Percentile dice chart for like ever 5%, and do it inter changeable. So like 0-5 Trap 6-10 Encounter 11-15 Encounter.... Just place them sparaticly thru the island and once and a while change them up (if they gain a level havea new chart with harder EL's) I had more but this should get you going, I got to go on lunch now. |
| #12jacemachineSep 04, 2007 13:42:57 | The Angel Light, if you read the article above, is utter science fiction, but I am swiping it for my game. :P The French people who were looking to buy the Angel Light from Troy Hurturbise were actual from my fictional CielCorp. They bought it, and sent it to the island. Now instead of just "seeing through walls" and whatnot, what has now happened after the CielCorp scientists tweaked with it some more is that it can see into other worlds. I cite my two biggest inspirations: From A Buick 8 - Stephen King (C&P'd from Wikipedia) Sandy Dearborn, now Sergeant Commanding of Troop D, is the main narrator of the book, and tells the story to Ned, discussing various things that have happened with the car, and his father's fascination with it. The car will frequently give off what they dub "light quakes," or large flashes of purple light over an extended period of time, and will occasionally "give birth" to strange plants and creatures that aren't anything like what they've seen in their world. Two people have disappeared in the vicinity of the car - a fellow trooper called Ennis and an escaped lowlife named Brian Lippy they picked up for drunk driving and being under the influence of angel dust. After hearing the story of the Buick and how it has been kept secret for Troop D for so long, Ned becomes convinced that the car was somehow related to the death of his father in a seemingly random road accident. After all, the gas station attendant who first reported the Buick sitting in front of the station was the same man who, years later, would kill his father. Ned is determined to destroy the Buick, but before he can Sandy Dearborn realizes that the Buick, in fact, wants to take Ned into the world it controls as a sacrifice of sorts. Sandy returns to the shed to find Ned sitting in it, and just as he pulls Ned out the Buick transforms into a portal, trying to draw both Ned and Sandy inside of it. The rest of the staff arrive on the feeling something bad may happen, all of them helping recall the story of the Buick's origin at their station, and manage to pull Ned and Sandy free, but not before Sandy glimpses into the open portal of the Buick's trunk and sees remnants of both Ennis and Brian Lippy on the other side. From Sandy's description, the world on the other side resembles the Wastelands described in the Dark Tower series. |
| #13raymoreSep 04, 2007 15:01:37 | Well that helps a little bit, I was pulling off of Dino Crisis and RE. But I will tinker in my brain a bit see what I can pull out. |
| #14SkrittiblakSep 04, 2007 17:05:33 | This is an awesome idea! The Medical Center should have useful medical supplies, but also be inhabited by some kind of whacky zombie creature. Maybe a crazed scientist has replaced his hands with surgical saws! EDIT: This is not too distant from a game I started running some weeks ago on the boards called The Pilgrim Project which has 9 explorers going into the arctic. Currently I have only dealt with the mundane encounters, which is a really cool way of easing them into it. Basically at the beginning you want them second guessing as to whether there will be any supernatural stuff at all. And then once they've dealt with the basic survival terrors, that's when you hit them with the _really_ horrible stuff. :D |
| #15zombiegleemaxSep 04, 2007 17:09:48 | EDIT: Sorry, I forgot these guys are level 3. Some of these might be avoided if they're too tough. I have an idea: In the heart of the Blender lab, something went wrong. All sorts of DNA fused into a single creature. Basically, you end up with a very angry lump of Jell-O :D . -Welcome/Orientation Center - CielCorp’s mascot the frog. Hurray frog! Poison dart frogs, the size of bulldogs (the frog is the mascot) -Medical Center - Bleeding from your ******? Stop here. Angry crazed surgeons, never good Read the post above mine. -Dock & Landing - Arrival by ocean. Very romantic. Flying fish/Piranha hybrids -Heliport - Fly back and forth from Tahiti from here, oh CielCorp Suits. Dragons!! (genetically engineered flying reptiles) -Submarine Dock - I’m Secret. Shhhh…! Giant Squid (or chuuls from D&D, watered down a little) -The Farm - They grow veggies and crap here. Yes, they crap here. Moo. There is no cow level (mutant livestock is always fun) -Communications Bldg - Basez ceci est écho Noir. Copiez-vous ? Yeah, what that guy said. Let's see, a cult of techno-nerds who believe the "outside world" is evil, not too good in a Comm center. -Generator Station(s) - Placed according to need. Electricity+ advanced robots= brain frag (just a quiet reminder) -Lumière D'Ange - The Angel Light lab. Location Top Secret. If this thing is really a portal to another world, it would make sense for it to rip open at the least opportune moment, like when the Heroes are taking it out the door; right? |
| #16raymoreSep 04, 2007 19:21:16 | EDIT: Sorry, I forgot these guys are level 3. Some of these might be avoided if they're too tough. Well that sounds good - I'd like to work on it when i can. What did you think of my ideas? |
| #17nclancemanSep 04, 2007 19:57:08 | Awww... I was thinking you could use the disease from Fear Nothing when I saw the pack of rhesus monkey troop, and have a couple of people start "becoming", but then you cited Seize the Night. Though, as far as giant monsters go, wasn't the Padre a bit large when Snow and company rolled through? |
| #18type2demonSep 05, 2007 18:44:21 | This is very sweet! I'm working on an Island base of my own for my campaign as well. I call it The Island of Dr. Fong. Fong is a mad genticist who dabbles in ancient Chinese alchemy. He wants to create terrifying creatures to unleash in ususpecting cities around the globe to breed chaos and strife. I have special apes that are breed for violence and that have been "magically" treated to have a permanent "Blur spell" effect. He also has genetically altered Crabs (The size of a cow) and various human minions who share his views. Uniformed goons with Uzi's, swords and wearing Kato masks (think Kill Bill). Camo Wearing Mercenaries and some unscrupulous merchants and supporters from various terrorist factions and North Korea. I'll share my Mutated Apes: Modified Ape Gen1: CR 2; Large animal; HD 4d8+8; hp 28; Mas 16; Init +2; Spd 30 ft., climb 30 ft.; Defense 14, touch 11, flat-footed 12 (–1 size, +2 Dex, +3 natural); BAB +3; Grap +12; Atk +7 melee (1d6+5, claw); Full Atk +7 melee (1d6+5, 2 claws) and +2 melee (1d6+2, bite), or +4 ranged; FS 10 ft. by 10 ft.; Reach 10 ft.; SQ low-light vision, scent; AL none; SV Fort +6, Ref +6, Will +2; AP 0; Rep +0; Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7. Your Black Isle sounds like a lot of fun Jacemachine! |
| #19zombiegleemaxSep 05, 2007 20:13:09 | Well that sounds good - I'd like to work on it when i can. What did you think of my ideas? I like the idea of the 3 labs being connected, it only makes sense. And the idea of a maze in the plant lab is shier genius (I love a good maze). My personal favorite encounter so far would be piranha/flying fish hybrids on the dock. Could you imagine, standing on a pier with those guys jumping up at you . |
| #20octavian_5Sep 05, 2007 20:42:45 | I'm interested. i'll be thinking up encounters and NPCs for this. |
| #21type2demonSep 06, 2007 6:24:01 | Since the BBEG's base lies in a volcanic crater, you might consider giving it a Geo-thermal powerplant. That saves having to place petroleum powered generators all over the island. |
| #22jacemachineSep 06, 2007 7:11:29 |
Since the BBEG's base lies in a volcanic crater, you might consider giving it a Geo-thermal powerplant. That saves having to place petroleum powered generators all over the island. This actually had been taken into account. The main plant had been shut down during the incident. The generators are strictly for back-up and as convenient plot devices until the PC's get to the power plant (which is actually what they are currently trying to do.) ![]() But I'm glad that we're on the same page-- I borrowed the idea from Jurrasic Park originally. A HUGE THANKS TO ALL WHO HAVE CONTRIBUTED TO THIS THREAD AND TO THIS SETTING, by the way. Some really awesome creatures so far!! This morning I found some player copies I made of the maps from 'Come For The Reaping', and I think that I'm going to use that mansion somewhere on the island too-- very Resident Evil: Code Veronica in this regard. The PC's aren't the only team of mercenary spies looking to get their hands on the Angel Light. An npc team of Russian mercenary spies has been dispatched on the same mission by the competition. The PC's will come across these guys (& gals) from time to time. One has been captured by one of the feral scientist tribes, for example. If the PC's get captured, or otherwise find this agent... they can get some info if they help them escape. Other encounters with members of this team (codenamed: Crimson Horizon, BTW) will be more aggressive and potentially deadly. But for the most part, interaction between teams will be mostly plot sake. Not as a random encounter, I wouldn't think. THESE GUYS ARE NOT TO BE CONFUSED WITH CIELCORP'S SWAT TEAM. These guys are codenamed: 'Plaisir Sadique' and they are of course French. They've had a "RE Bravo Team" type of scenario. Not many are alive or sane enough to continue their mission alone. Two of them are Traceurs. Keep up the idea-smithing! |
| #23j0ltSep 07, 2007 2:41:52 | Jace, I have two words for you: Buckaroo Banzai Perhaps the Angel Light not only allows you to SEE another world, but to actually cross over (explaining all the freaky creatures, and adding a whole new element to the story with one fell swoop)? |
| #24jacemachineSep 07, 2007 22:47:20 | Jace, I have two words for you: I was totally thinking in that direction just recently! Right on! Mundane encounters is how this island has been progressing thus far. First the strangely smart doggies... and now for the monkeys. The Barracks map, up in post #12 is a rough idea of a relatively identical version I'm redoing. Each 10'x 20' room is an efficiency-style apartment occupied by one of the islands many inhabitants... Well, not any more. The area has been partially overgrown and it doesn't seem to be occupied. The PC's investigating will conveniently find a mortally wounded survivor who's been slowly dying inside one of the apartments. During this time I think that I should introduce the monkeys. Going down the exterior hallways, and hopping across the rooftops. Finding medicine for the wounded CielCorp employee could be a miision. Who's got some more ides? |
| #25type2demonSep 08, 2007 9:35:13 | I was totally thinking in that direction just recently! Right on! Here's a few random ideas: Don't forget the monkeys like to throw things. This is usually harmless, but if they get their filthy paws on something dangerous like a grenade or a vial of acid...... Also, for effect, you can have the monkeys attack for 1-2 rounds then suddenly break off and run....Thats when the giant spider/ scorpion/ ooze, etc. shows up looking for a meal. Also you might try converting the Shocker Lizards from the D&D MM they seem like they would fit the scenario. In an abandoned complex, natural hazzards can make great traps. Dangerous second story floors that give way and drop you 10 to 20 feet. Exposed wires with power still pulsing through them and something interesting is visable just underneath them. A decaying corpse with a live grenade (the pin is out) locked in a death grip in one hand and an important paper/ disk/ jump drive etc. In the other. Adventurers will have to be very careful in getting the item from the corpse (slight of hand check?) or they will disturb it and the grenade drops to the floor. Its sort of playing a game of Operation!...Dont touch the sides or BOOM! |
| #26jacemachineSep 09, 2007 6:01:53 | Here's a few random ideas: Ha! Totally. j0lt statted up the Thrown Poo ability, and grenades and whatnot can be an offshoot of that! Also, for effect, you can have the monkeys attack for 1-2 rounds then suddenly break off and run....Thats when the giant spider/ scorpion/ ooze, etc. shows up looking for a meal. I was thinking about doing this at some point during the game. With either the monkeys or a group of feral scientists. I want to spring the giant mantids on them with this tactic, or something a whole lot worse... ;) Also you might try converting the Shocker Lizards from the D&D MM they seem like they would fit the scenario. I will definitely look this creature up. I just need to bring my MMs home from my friend's place. In an abandoned complex, natural hazzards can make great traps. I was considering utilizing some of the damaged building rules stuff from Apocalypse, but I might want to just simplify it. I like this suggestion. Exposed wires with power still pulsing through them and something interesting is visable just underneath them. As do I like this one as well. A decaying corpse with a live grenade (the pin is out) locked in a death grip in one hand and an important paper/ disk/ jump drive etc. In the other. Adventurers will have to be very careful in getting the item from the corpse (slight of hand check?) or they will disturb it and the grenade drops to the floor. Its sort of playing a game of Operation!...Dont touch the sides or BOOM! Nice! |
| #27jacemachineSep 09, 2007 6:35:39 | I was thinking that I could have all sorts of abandoned structures around this island too-- old building that had been used for one purpose or another, but have since long been abandoned for newer. INVENTING HISTORY: This island, while it was owned by the French, could have been the location for a sanitorium for mentally ill military personnel or something. Having a sanitorium and its former grounds as an added location seems pretty sweet, and it opens up a multitude of cool encounter possibilities. Maybe the secret Angel Light lab is located underneath it? NPCs that I will need to stat/have statted: Surviving operatives from CielCorp's personal SWAT team, 'Plaisir Sadique' (Translates to Sadistic Pleasure). I'd like to have one or two of these guys with heavily pimped Traceur style skills/stats. Level-wise I was thinking about having them at a comparable level to the PC's-- I intend for PS to be split up all over the island, in varying states of health/sanity... So they shouldn't be overpowering when the PC's come upon them. The Barracks When the Black Isle facility was fully operational, the Barracks was where the main concentration of CielCorp staff lived. People would either live alone or with a roomie in one of the 20'x 10' efficiency style rooms. These rooms face a shared courtyard. This is basically a single story dormitory for employees. It should include back-up generators (since the main grid is down), Snack & vending areas, Laundry facilities, A security building w/ guard posts. The Barracks is encircled by a high chain link fence topped by barbed wire (so my monkeys can get in easily ;), no need for concertina in this scenario:P ). The jungle has encroached a bit beyond what one would expect for only two months having passed since the incident. Must be the result of something that had been done in the Green House;). There is a series of underground access tunnels to be found here as well. They might open up outside the compound as a secret escape, or maybe a secret entrance for naughty critters! It would also make sense for the SubTram system to be accessable from here. I would like to severely limit PCs access through these underground tramways, so I will blow up strategically located sections. I would like my players to have to make a journey of getting about-- not just hopping onto the SubTram and scooting about the entire island. Though I definite will have large sections operable and ridable, so I can do those types of cool encounters too. |
| #28RagitsuSep 09, 2007 6:52:09 | Have you played or considered the setting of the game Far Cry? There are a lot of awesome outdoor and indoor settings to consider integrating into your game. |
| #29j0ltSep 09, 2007 7:38:23 | I was thinking that I could have all sorts of abandoned structures around this island too-- old building that had been used for one purpose or another, but have since long been abandoned for newer. Sounds like a great idea. I've got some good images of abandoned buildings from my urban exploration days. PM me your email address and I'll send you some. INVENTING HISTORY: Could work, but it depends on your players. The idea itself is a little strange, but if they're the types that would find that interesting or creepy, then it's great. NPCs that I will need to stat/have statted: If you're giving them heroic levels, feel free to use my Traceur AdC! (the link is in my sig) :D /shameless plug The Barracks Feed me, Seymour! :coolcthul Have you played or considered the setting of the game Far Cry? There are a lot of awesome outdoor and indoor settings to consider integrating into your game. Rag, that's a great idea! You could even take it one step further and incorporate ideas from the console semi-sequel - Far Cry: Instincts. |
| Shocker Lizardtype2demonSep 09, 2007 9:11:01 | Ha! Totally. j0lt statted up the Thrown Poo ability, and grenades and whatnot can be an offshoot of that! What would be worse is if the monkeys grabbed the grenades off of the characters and then used them ![]() I was thinking about doing this at some point during the game. With either the monkeys or a group of feral scientists. I want to spring the giant mantids on them with this tactic, or something a whole lot worse... ;) Do you have your mantids statted out? If not, an easy way to go is to convert the Ankheg from D&D. I will definitely look this creature up. I just need to bring my MMs home from my friend's place. Here is the SRD stats for the Shocker Lizard. Nice! My pleasure.:D |
| #31TheRealOrionSep 09, 2007 11:36:28 | Really, really minor nitpick here, but "Ilse de Noir" in French actually translates as "Island of Black." The more accurate translation is just "Ilse Noir." In French, as in most Romance languages, adjectives come after nouns instead of before, as they do in English and the Germanic languages. Like I said, very, very minor nitpick. |
| #32zombiegleemaxSep 09, 2007 14:48:19 | It would also make sense for the SubTram system to be accessable from here... so I can do those types of cool encounters too. I've had this idea for a long time, just never got a chance to use it. It's more of an endurance challenge than an encounter. There's a giant robot (or other tough baddy of your pick) that got loose in the tram system. It pursues them through the tram track, busting through walls and stuff. Each time it appears, the PC's have to do a set amount of damage to "drive it off". Eventually, when it has about 1/4th its HP, it stops the tram and they have to fight it out on foot. This way, you can use a much tougher monster than normal, because the PC's never have to fight it all at once. Just blow back a tentacle that pierces through the wall, or shoot down the fusillade of missiles launched at them through a ceiling vent. (I got this idea from an old episode of a TV show called Super Robot Monkey Team Hyper Force Go; when they were all being chased through their own ship) |
| #33nclancemanSep 09, 2007 14:51:47 | I've had this idea for a long time, just never got a chance to use it. It's more of an endurance challenge than an encounter. That sounds a lot like the opening to Men In Black II... ... which would be awesome if one your players decides to go scene stealing. |
| #34j0ltSep 09, 2007 19:58:32 | This morning I found some player copies I made of the maps from 'Come For The Reaping', and I think that I'm going to use that mansion somewhere on the island too-- very Resident Evil: Code Veronica in this regard. This island, while it was owned by the French, could have been the location for a sanitorium for mentally ill military personnel or something. Why not combine those two ideas into one "super idea". The island was owned by a wealthy (and of course, eccentric) French Scientist who is also involved with the Cielcorp shennanigans. The Angel Light lab could be located underneath his mansion. Of course, there would be a regular way in, but since the poo has already hit the fan, that route is no longer viable. The PCs may have to find their way through the mansion, perhaps to a secret elevator or something like that... |
| #35trycoSep 10, 2007 15:33:54 | This thread looks great. Could i use the idea for my own campaign? I want to make a solo-campaign, I was thinking of the player waking up in one of the cells, having no idea how he came there and finding out that almost everybody on the island have been slaughtered. Something in the name of Jason Bourne, Far Cry, Jurassic Park and some other things. what is the best way to make such thing work? |
| #36jacemachineSep 11, 2007 5:51:27 | Yeah, folks-- Feel free to borrow whatever you would like from this thread-- Afterall, the idea of a lab island is ICONIC as far as Modern-Era stories are concerned. In addition to develeping this concept for my own campaign, what I hope is that anyone reading this will be able to take advantage of the ideas and concepts that we bandy about in discussion, and apply them to their own island(s). The session is scheduled for today-- for after we all get off work. I'll have an update of worth pop up tonight (but more likely tomorrow)-- I redrew the Barracks map. It's bigger now, but it is still primarily a ground floor structure-- a few buildings get to be two floors. In addition to the above ground areas, I was looking to drop a series of underground access hallways underneath. This should give me all sorts of options for when I lay the encounters down; I could have monkeys come over the barracks exterior fence or I could have critters coming up through the access tunnels. The one thing that I still haven't done is work out really ANYTHING for the SubTram system. I am a slacker. I will likely have to come up with something before the end of tonight's session. |
| #37j0ltSep 11, 2007 6:24:22 | I redrew the Barracks map. It's bigger now, but it is still primarily a ground floor structure-- a few buildings get to be two floors. In addition to the above ground areas, I was looking to drop a series of underground access hallways underneath. I really like this idea. Lots of real world institutional centres have underground tunnels connecting the various buildings. This should give me all sorts of options for when I lay the encounters down; I could have monkeys come over the barracks exterior fence or I could have critters coming up through the access tunnels. Anybody see the director's cut of Aliens? Sentry guns in the connecting corridors to keep the bugs out while the audience gets to watch the ammo count drop. :P The one thing that I still haven't done is work out really ANYTHING for the SubTram system. I am a slacker. I will likely have to come up with something before the end of tonight's session. Perhaps it only needs to go down a single long-distance section between two major areas? At each major centre all the buildings should be walking distance anyways. You just need to split the base into two sectors - on opposite ends of the island, or even two different islands! That way, the tube shuttle could be transparent while they go between the islands. Hmm, it would be a shame if something bad happened in there! ![]() |
| #38jacemachineSep 13, 2007 7:26:18 | I need to scan and share the maps that I've been working with-- they would certainly aid in all of your creative flows, I should think-- plus, you could help me flesh the locations and and fix stuff. Aliens Directors Cut is one of my all-time favs!!! As it turns out I have more time to work out encounters for the Barracks. The PC's went the opposite way, and returned to the Barracks to investigate a bulding they had left back at the Welcome Center. They should also find the SubGenerator for this area, presumably can repair it, and can then run power through this particular compound. The SubTram can be accessed here as well, but since THAT is on the MAIN power line, it will not be operable. Walking down this tunnel will lead the PCs to the barracks. More later... |
| #39BigBobSr6000Sep 13, 2007 9:30:59 | Heavy fog or strange mist is always creepy. It can cut down visibility to 5ft. All things become shadowy at the edge of vision. Creatures with scent would have the advantage. Twigs snapping nearby, things falling from trees and bulidings, was that a....????. Just a thought. |
| #40BigBobSr6000Sep 13, 2007 9:39:59 | I did one similiar to this and I had some of the abandoned equipment come to "life" as the PCs approached them and attacked. (As animate object). Some of the ones killed on the island before the PCs arrived had their spirits inhabit the machinery. Idea from "Maximum Overdrive" movie, I think that is the title, by Stephen King. Just another thought. |
| #41jacemachineSep 15, 2007 6:35:51 | I think that if I start to do any of the animated machinery, I will wait until they get really close the Angel Light. Cool ideas though! The island they are on is a volcanic island, so there is a steady layer of mist and fog constantly about. |
| #42BigBobSr6000Sep 15, 2007 10:30:50 | This site is a d20 Modern adventure that has a lab building floor plan in the Antartic. All contact was lost to this place and team sent in as well. Thought you could use some ideas from this to adept to your campaign. Adelie 14 http://www.wizards.com/default.asp?x=d20modern/oa/20030513a |
| #43psychotronSep 16, 2007 3:19:48 | Why not have the sub-tran branch off at some point and take you to a secret, stand-alone lab underground? think RE (the movie). By the way, great ideas everybody. i haven't heard anything i didnt like yet! i may just have to run something similar myself! |
| #44jacemachineSep 16, 2007 7:57:27 | So I've skimmed through all five of the Monster Manuals (MM's I-V), a little through Urban Arcana (UA) and the d20M Menace Manual (MMM). Here's the critters I've selected thus far: |
| #45type2demonSep 16, 2007 8:36:02 | The Formians in the Ant Farm might be more interesting if they have learned to use firearms, or at least made throwing spears. Nets and bolos would make them more interesting as well. |
| #46j0ltSep 16, 2007 9:20:19 | The Formians in the Ant Farm might be more interesting if they have learned to use firearms, or at least made throwing spears. I like the idea of them using "natural" weapons. Spears, vines for ropes, stone axes, etc... Or found weapons, for that matter! |
| #47taradusisSep 16, 2007 17:24:20 | Perhaps the greenhouse could have venus flytraps or giant sundews as Human mousetraps? |
| #48jacemachineSep 16, 2007 18:14:13 | By all means suggest away--! I like the natural/PL0 era style of weaponry for the Formians. Bolas, Spears, etc... Also, I would like to state now for the record, that these creatures may have originated in their respective Labs... however, many have migrated away and have spread out on the island. Some have remained in or near their Labs for den-like reasons. I need to get my hands on the stats for the walking Resident Evil IVY-- They would be perfect for this setting. EDIT: Here's some... Message Board RE IVY Stats Ivy |
| #49jacemachineSep 17, 2007 18:10:21 |
This is the newest of the island maps-- completed this afternoon. Each hex is 100 Feet in diameter. At least now I have a better map to work on! :D I can add more places as needed, and now I can create the creature zones, so that I can take advantage of random encounter charts too-- |
| #50jacemachineSep 17, 2007 19:25:04 | Hmmmm.... At the 200 foot scale I have going on in the above map... it means that the entire island is roughly less than a mile in diameter. I think that this may be too small. Should I increse the scale? Check out the LOST island map at this LINK. This island, which is my inspiration for the island is much much bigger... Opinions? Advice? Pros? Cons? |
| #51j0ltSep 17, 2007 20:32:30 | My family's had a cabin on a small island for over 20 years, and the island is about a kilometer wide, and 5 kilometers long. It takes about 10 minutes to walk across the width, which is roughly what it would take to get across your island at that scale. You might want to double or triple the size at least. |
| #52BigBobSr6000Sep 17, 2007 21:49:46 | I would make each hex equal 500 feet. This would make it roughly 3 1/2 mile N to S and about 5 miles E to W. You could still walk the island in a day in either direction. This was an island I was anchored at for about a year. Not all islands have to be relatively "round". ![]() ![]() |
| #53jacemachineSep 18, 2007 7:31:13 | EVEN MORE CRITTERS |
| #54SkrittiblakSep 18, 2007 12:28:12 | There's also an Arctic Station map in Critical Locations. The Adelie 14 map is quite cool though as well and I have used it in the past so I may as well post the link to the hosted image I have. |
| #55jacemachineSep 18, 2007 20:25:18 | I'm also going to tap the Map Resources of Outpost #31. I've got to dig up some good ideas for the Greenhouse. I grew up near this really sweet green house up in Schwenksville, PA called Ott's-- It was less than a mile from my housing development. Maybe I should rent BioDome. Heh. |
| #56zombiegleemaxSep 18, 2007 21:48:43 | I've added pretty much all I can to this thread, I just want to remind you of two things: 1. Piranha/flying fish hybrids for a humor encounter (or it could be very serious, depending on how you use it). 2. A chase through the sub-tram system would be a great boss fight. |
| #57j0ltSep 19, 2007 5:08:50 | I've got some great pictures of an overgrown greenhouse at an abandoned mental hospital. I'll put 'em up on photobucket and post the link when I get home. |
| #58jacemachineSep 19, 2007 9:20:57 | I've added pretty much all I can to this thread, I just want to remind you of two things: 1) Certainly! I've made adjustments to incorporate (an) aquatic area(s) to the island interior just so I could include more things like this-- They get to play with the flying piranha fish as well as sharks. 2) Definitely. I will definitely look to include something like this-- Thanks for your input Blade Runner. Keep looking in on us from time to time, and see if anything new pops into your dome! |
| #59jacemachineOct 02, 2007 6:45:54 | Good day to you. I'm halfway through my second cup of coffee this morning, and I have SESSION ELEVEN to run of this particular campaign. I just posted the second half of the events of Session 10 here, in case you are following it there as well. My prep material for tonight's session include the Steel Cross Clinic map found in d20 Cyberscape. It's a very conventional building, and I'm going to use it as the location for the bunker-style medical center I need. If you have d20CS, and are looking at the map... see the Car Port? There is going to be a main hall that runs north to south along the wall of the clinic. The south is capped by the Endor Bunker style entrance set into a cliff wall. The north goes to a SubTram Station. |
| #60type2demonOct 02, 2007 19:57:38 | For some very useful and inspirational pics, check out this site: Modern Ruins I found it useful for an old Gamma World campaign that I used to run. Lots of ruins, inside and out. |
| #61jacemachineOct 03, 2007 14:06:31 | I absolutely LOVE imges of urban decay-- I will certainly pour over these. Take a looksie at the Game Update at I've Got Another Game Brewing--. Fun times. |
| #62jacemachineOct 09, 2007 11:05:09 | So tonight I'm utilizing the Steel Cross Clinic map from d20 Cyberscape. Behind the Spolier Block is my personal version with GM notes added. |
| #63j0ltOct 09, 2007 11:25:55 | If you're gonna give 'em cure hypos, it'd only make sense that they'd be in the Medecine Room, AKA the Monkey Room. ![]() |
| #64kjakanOct 09, 2007 16:58:20 | I was hoping for something related to this: http://en.wikipedia.org/wiki/The_Black_Island -K |
| #65type2demonOct 09, 2007 18:50:08 | So tonight I'm utilizing the Steel Cross Clinic map from d20 Cyberscape. How about that the cabinet is locked with a bar coded key card. They spot the cabinet (with a big red cross on it) just in time to see a monkey snatch up the key card and take off running. Give them a merry chase through the medical building with the monkey throwing things and hiding in hard to get places (like an Air Conditioner duct). Here is the catch, they can get the card by blasting the monkey, beating it up or (if anyone thinks of it) by throwing something shiny/edible/intersting TOO THE MONKEY, at which point it discards the key card for the new toy. The key card can be a low level access card that might be of use later. Or those with tech skills could try to bypass the lock of the cabinet. |
| #66jacemachineOct 18, 2007 7:07:24 | Good Ideas! I ended up having Terrin, the smart guy with tools, make a series of successful Disable Device checks. The PC's have finally been introduced to the Feral Scientists. Each of the three laboratories have split up, and have formed their own tribes. Each tribe is led by various project leaders from the fourth lab, Angel Light. These guys were directly inlfuence by the mind-altering energy waves emitted by the machine and working in such close proximity to it for so long. Everyone and thing was affected by the Angel Light's energy waves, and this was the event that led to the downfall of Black Isle. So I have to come up with ideas to create three separate tribes of psychotic, feral scientist tribes. Offer up your ideas if you've got them! Behavior: A mix of primitive and civilized. Treats modern items -- calculators, laptop computers, microchips, etc -- like religious relics. Speak a strange pidgin of grunts, sign language, snipp[ets on known languages, and technical jargon. Will retreat from combat if outnumbered or seriously wounded. |
| #67jacemachineOct 19, 2007 15:04:31 | ![]() Le Mélangeur Genetic Engineering The Blender, as it is commonly called, is the gene-mixing lab of the island. The Smart/Dogs and the Fast/Feral/Monkeys were created here. They were either set free or they escaped during chaos. Other creatures were created here. Some freaky. The scientists who worked here banded together into a tribe of sorts. They do not live out of their lab, but moved into the jungle nearby. Some of the Blender creatures now call the lab where they were created their lair now. ![]() La Serre Chaude The Greenhouse, is where transgenic plant alteration takes place. |
| #68jacemachineOct 20, 2007 7:44:44 | The three labs interacted with each other, sharing similar work where they overlapped: The Blender worked with the Greenhouse in the development of the blatently stolen, Resident Evil IVY creatures. The Blender Helped develop the giant mantids and the formians. Two examples, citing the Blender. More suggested cross-overs are welcomed. -+- As far as getting prepped for my next session this coming Tuesday, I think that the PC's will actually finally get to the Barracks. I will work on that today, and see what I can post laters... |
| #69type2demonOct 20, 2007 10:47:09 | Just an idea for the Barracks... The heros could find a few computers and / or PDA's with e-mails that can give clues to what is going on at other places on the island. For example: A photo of a freakish creature with the e-mail title "Check out this freakazoid!" A security alert e-mail about some escaped creatures and warnings about possible hazzards. An e-mail asking where a certain piece of equipment is and a reply giving its location (it could be something useful to the party). A creepy e-mail with gibberish mixed with some legible sentences from a scientist that was rapidly degrading to the feral condition. It hints at a serum that could stablize the mind if he could only get to it..... A few fun e-mails with things like Chuck Norris jokes or some humorous video from a web site. The party would of course, have to crack the password of the users e-mail. If no one has that ability, then a copy of the password could be on a "sticky" under the desk they found the computer on. (people tend to write their passwords somewhere, especially if they change them on a regular schedule). |
| #70RagitsuOct 30, 2007 14:56:34 | Bump |
| #71jacemachineOct 30, 2007 16:32:17 | Minor Update: I will be off work on Monday & Tuesday this coming week. Tuesday being one of my weekly sessions. I've been putting a lot of thought into the Barracks facility... and I really haven't been very happy with my preliminary sketchery and designs. It's really a cross between an open-hallway high school (the kind often found in warmer climates in the U.S.) and a college dormitory. The purpose of "The Barracks" (Les Casernes) primarily is to house the various employees of the Black Island facilities. * Individual or Shared dorm rooms * Restrooms/Showers * Maintenance/Boiler rooms * Security Stations/Guard Posts The perimeter of Les Casernes is walled. Similar to the FOREST stages of Phantasy Star Online. Two examples for those unfamiliar with PSO. Note the white wall in the background: The wall surrounding Les Casernes is taller. I'm thinking that it should be at least 10' tall. Though this island doesn't have any indigenous animal life that would be a danger to the residents in the barracks, they probably figured that having a wall around them as they sleep at night would make them feel safer. After all, many of these men have created walking nightmares in their island laboratories. They know what could escape... Within the grounds of Les Casernes, there will be various buildings, some portable, some permanent. The largest structure will be the dorms themselves, with their shared interior courtyards. There are a series of Steam Tunnels that run below this area, for easier maintenace and access to plumbing and wiring. There is one exit to the Steam Tunnels that exits outside of the walled perimeter. This is the achilles heel, and grants access to Les Barracks. Encounters that I have planned: Following 2-3 feral/scientists into or around the grounds will lead the PCs to be introduced to the 10'-12' tall giant mantids. The first will step out of the shadows to spear one of the feral/scis through the solar plexus... before eating the dying man's head. The other Feral/Sci(s) will attack that mantid. Now many player groups would be happy to allow the giant bug to go on ahead with what it's doing. After all, it's not attacking THEM yet... right? So if they decide to make a tactical retreat... They will find a giant mantid of their very own. Hurray for mantids! After this encounter, they will be doing more exploring, and likely they will hold up inside the barracks for the night's rest. At around 4 or 5 in the AM, a handful of small groups of Feral/Sci's will invade the barracks, hunting for thye PC's? You bet. PC's may find the Achilles Heel of the Barracks their salvation as more groups enter the area. But of course... there will have to be that final encounter at the end of the steam tunnel... I've been dragging my feet a bit on this week's prep, which is a shame, 'cuz I actually had an extra week to prepare-- So Here's a map that I worked up today for tonight's session: ![]() The Barracks - Les Casernes a. dormitory - Dortoir b. Bath house - Maison Bath c. exercise center - centre d'exercice d. garage - Same e. security tower - tour de sécurité f. café - Same g. research center - centre recherches h. portable offices - bureaux portables i. nature trail - itinéraire aménagé pour amateurs de la nature j. maintenance structure - structure d'entretien k. Generator Pit - puits de générateur l. SubTram Station - station de SubTram Ever play RuneScape? I totally stole the floorplan of the Wizards' Tower and I'm dressing it out as the Barrack's Secuity Station. The Basement is now jail area where the PC's will have a nasty encounter. Basically, the PC's will discover SOMETHING locked in one of the cells, it had likely chased someone else in there and attacked them. While this was going on, friends or the victim shut the cell door, and locked the beast inside. Inside there will be a tantalizing object. Probably a Part they need to collect to build their Tesla Gun (The PC's will have found plans to build this thing, and a list of Parts they need. Maybe 4 or 5 parts. And with Terrin's high craft skills, they can have a cool-ass weapon to weild about.). |
| #72jacemachineDec 04, 2007 9:43:17 | I've been spicing up the game, and picking up the pace just a bit in recent sessions. The PC's fought a caged Ettercap in the jail of the security tower. It was the strangest thing they've encountered by far... but it certainly alludes to worse in the future. The team's Sniper & Gun Guy suffered some ability score damage that really sucks. He went from a 15 down to a 5 thanks to the rolls that were made. Granted this will heal up, but he's in the middle of a mission, in fairly hostile territory. I likely include something that he can inject that will aid in his recovery, but maybe has another, less severe side-effect. At the top of the security tower, in the large office of the Security Director, I've initiated a SNIPING ENCOUNTER. In fact, I left the last session, with the sniper's bullet having just hit the wall behind the PC's heads. PC's themselves have another capable shooter, and they have the 5DEX-Guy's sniper rifle, so It's time for a little one-on-one sniper duelage for a bit. I love the Metal Gear series, and so a sniper duel is something I've been aching to run: I'm hoping that I can pull it off. The overall situation of the Barracks Adventure Site has changed too-- I, like so many other things I touch, have made it more complex-- but it's a sort of in-game chaos I'm trying to achieve. Here's what I'm talking about: BEFORE. PC's would be exploring a nearly empty, deserted Barracks Compound. They would fight a Giant Mantis or 2 and get over-run by invading feral sci's eventually. NOW. PC's sre exploring a nearly empty, deserted Barracks Compound. This time however, they aren't the only ones: * Enemy Team; CRIMSON HORIZON is also on site, looking for information that will lead them to the secret lab as well. * A Small Scouting Party of Feral Sci's from the BLENDER are also there, and they are looking for some very important whatchamacallit that their Blender Tribe needs/wants. * 3 Squads of Feral Sci's from the GREENHOUSE are on site, they show up a bit later though, and are drawn by signs that their turf has been invaded. * MANTIDS! 1 or 2 at the least. So those are the pieces of this puzzle I'm trying to put together today: I've got the session continuing this evening. |
| #73nerull_02Dec 07, 2007 1:12:07 | Jace could you post the stats of the CRIMSON HORIZON team? |
| #74jacemachineDec 07, 2007 6:28:47 | Jace could you post the stats of the CRIMSON HORIZON team? CRIMSON HORIZON Пунцовый Горизонт - (Puntsovyiy Gorizont) Known to have worked with mysterious organization called: Apocrypha (Aпокрифa), CH is what is known as an I/E team in my Phobiaverse Setting. Dmitriy Ivanov - Former Spetsnaz Show Dmitriy Ivanov (Strong Ordinary 3): CR 3; Medium-size humanoid; HD 3d8+9; HP 23; Mas 17; Init +7; Spd 30 ft; Defense 15, touch 15, flatfooted 12 (+0 size, +3 Dex, +2 class); BAB +3; Grap +6; Atk +6 melee (1d4+3/19- 20, Knife), or +6 ranged (2d6+0, Glock 17); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Self/ Team/ Employer; SV Fort +5, Ref +4, Will +2; AP 1; Rep +0; Str 17, Dex 16, Con 17, Int 13, Wis 13, Cha 11. Occupation: Military (Hide, Move Silently) Skills: Climb +6, Hide +8, Jump +5, Knowledge (Tactics) +4, Move Silently +8, Spot +3, Swim +5 Feats: Combat Expertise, Combat Martial Arts, Improved Initiative, Personal Firearms Proficiency, Simple Weapons Proficiency Talents (Strong Ordinary): Possessions: Knife, Glock 17; Wealth +6 |
| #75nerull_02Dec 08, 2007 1:12:30 | well I could try that ![]() 4th level then (don't forget ordinary chars are one lvl less though/ so they will be CR 3 each and not 4) I will do their leader a heroic char rather than an ordinary to reflect that. |
| #76nerull_02Dec 08, 2007 2:38:43 | Dmitriy Ivanov - Former Spetsnaz (CQ specialist/ leader) Dmitriy Ivanov (Strong Hero 4): CR 4; Medium-size humanoid; HD 4d8+12; HP 31; Mas 17; Init +7; Spd 30 ft; Defense 16, touch 16, flatfooted 13 (+0 size, +3 Dex, +3 class); BAB +4; Grap +7; Atk +7 melee (1d4+6 [+1d4]/19- 20, Knife [street fighting]), or +8 ranged (2d6, Glock 17) or + 7 ranged (1d3 plus poison, throwing knife); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Self/ Team/ Employer; SV Fort +5, Ref +4, Will +2; AP 1; Rep +0; Str 17, Dex 16, Con 17, Int 13, Wis 13, Cha 12 (+1 4th lvl). Occupation: Military (Hide, Move Silently) Skills: Climb +7, Hide +8, Jump +6, Knowledge (Tactics) +6, Move Silently +8, Spot +3, Swim +5. Feats: Brawl, Combat Expertise, Combat martial Arts, Improved Initiative, Personal Firearms Proficiency, Simple Weapons Proficiency, Street fighting. Talents (Strong hero): melee smash, improved melee smash Possessions: Fatigues (jungle), ski mask and gloves, Mesh vest, Backpack., squad-level radio w/radio headset, tactical map, night vision goggles, 2 smoke grenades, gas mask, climbing kit, mastercraft Knife (+1 dam), Glock 17 w/silencer and laser sight, 4 extra clips, 4 throwing knives, 4 doses of knockout poison (homemade equivalent to chloroform less effective, injury, Fort save 17, Unconsciousness 1d3 minutes, Purchase DC 9), Vladimir Nosov - Former KGB (intelligence, torture, gathering information specialist) Vladimir Nosov - Former KGB (Charismatic Ordinary 2/Dedicated Ordinary 2): CR 3; Medium-size humanoid; HD 2d6 plus 2d6; HP 16; Mas 10; Init -1; Spd 30 ft; Defense 14, touch 12, flatfooted 14(+0 size, -1 Dex, +3 class,+2 light undercover vest); BAB +2; Grap +3; Atk +3 melee (1d1+1, needle), or +1 ranged (2d8, AKS 74 / always autofire); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Self/ Team/ Employer; SV Fort +4, Ref +1, Will +4; AP 2; Rep +3; Str 12, Dex 8, Con 10, Int 15, Wis 14, Cha 14. Occupation: Investigative (Gather Information, Sense Motive) Skills: Bluff +9, Diplomacy +7, Disguise +9, Gather Information +10, Intimidate +7, Investigate +7, Knowledge (Behavioral Sciences) +7, Knowledge (Civics) +4, Knowledge (Current Events) +6, Knowledge (Streetwise) +6, Profession +3, Read/Write Language +2 (Russian [native], English, Spanish), Sense Motive +10, Speak Language +2 (Russian [native], English, Spanish), Treat Injury +7 Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Deceptive, Personal Firearms Proficiency, Simple Weapons Proficiency Possessions: Fatigues (jungle), ski mask and gloves, Mesh vest, Backpack, light undercover vest, squad-level radio w/ radio headset, tactical map, standard flashlight, medical kit, torturer kit (+2 intimidate; no included); AKS 74 w/ laser sight, 4 extra clips, 2 Syringes with poisons. Poison 1: Injury poison, initial: 2d6 CON, secondary: 2d6 CON, save DC: 18. Creation DC: 33, purchase DC: 15; Poison 2 Truthtell (Will DC 18 or compelled to speak truthfully for 3d10 minutes). Nikolay Pupov - Former Russian Mafia (team footsoldier, combat maniac) Nikolay Pupov - Former Russian Mafia (Tough Ordinary 4): CR 3; Medium-size humanoid; HD 4d10+12; HP 36; Mas 16; Init +2; Spd 30 ft; Defense 17, touch 15, flatfooted 15 (+0 size, +2 Dex, +3 class,+2 light undercover vest); BAB +3; Grap +4; Atk +4 melee (1d6+1, Cleaver) or +2/+2 (1d6+1/1d6, twin cleavers), or +5 ranged (2d6, Micro-Uzi) or +1/+1 (2d6/2d6, Twin Mirco-Uzis/ always autofire); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Self/ Team/ Employer; SV Fort +5, Ref +3, Will +0; AP 2; Rep +1; Str 13, Dex 14, Con 16, Int 10, Wis 8, Cha 12. Occupation: Criminal (Disable Device, Move Silently) Skills: Disable Device +5, Intimidate +7, Move Silently +6, Read/Write Language +1 (Russian [native], English), Speak Language +1 (Russian [native], English), Spot +3 Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency, Two-Weapon Fighting. Talents (Tough Ordinary): Possessions: Fatigues (jungle), ski mask and gloves, Mesh vest, Backpack, light undercover vest, squad-level radio w/ radio headset, tactical map, two Cleavers, 4 Micro Uzis (20-rd mags, 40ft range, medium size), 6 extra clips, one fragmentation grenade, one smoke grenade, night vision goggles, Gas Mask. |
| #77nerull_02Dec 08, 2007 2:53:36 | Sasha Probravnikov (Engineer/Demolitions specialist) Sasha Probravnikov - Engineer/Demolitions (Smart Ordinary 3/Strong Ordinary 1): CR 3; Medium-size humanoid; HD 3d6+6 plus 1d8+2; HP 25; Mas 14; Init +2; Spd 30 ft; Defense 16, touch 14, flatfooted 14 (+0 size, +2 Dex, +2 class, +2 light undercover vest); BAB +2; Grap +3; Atk +3 melee (1d4+ stun, Tazer), or +4 ranged (2d8, AKS 74); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Self/ Team/ Employer; SV Fort +4, Ref +3, Will +2; AP 2; Rep +1; Str 12, Dex 14, Con 14, Int 15, Wis 10, Cha 8. Occupation: Technician (Computer Use, Craft [mechanical], Repair) Skills: Computer Use +8, Craft (chemical) +10, Craft (electronic) +7, Craft (mechanical) +11, Decipher Script +6, Demolitions +8, Disable Device +7, Jump +3, Knowledge (Physical Sciences) +7, Knowledge (Tactics) +5, Knowledge (Technology) +7, Navigate +4, Profession +1, Read/Write Language +1 (Russian [native], English), Repair +9, Research +7, Search +5, Speak Language +1 (Russian [native], English) Feats: Armor Proficiency (light), Builder (Craft [chemical], Craft [mechanical]), Personal Firearms Proficiency, Simple Weapons Proficiency Possessions: Fatigues (jungle), ski mask and gloves, Mesh vest, Backpack, light undercover vest squad-level radio w/ radio headset, tactical map, standard flashlight, medical kit, torturer kit (+2 intimidate; no included), Tazer, AKS 74 w/ laser sight, 4 extra clips, 2 fragmentation grenades, 2 flash bang grenades, 2 Demo packs (demo pack: 4 linked blocks of C4 connected to a radio control or timer detonators; 10d6, concussion,16 ft burst, Ref 18), 1 Scratch-Built Explosive (Complex 6d6, 15 feet burst, Ref 15), 6 detonators (2 timed, 2 radio controlled, 2 laser tripwire), Det Cord, Gas Mask, Night vision goggles, Demolition kit, multipurpose tool. Anja Yanshina (Sniper/Marksman speciality) Anja Yanshina- Sniper/Marksman (Fast Ordinary 4): CR 4; Medium-size humanoid; HD 4d8; HP 18; Mas 10; Init +3; Spd 30 ft; Defense 18, touch 18, flatfooted 15 (+0 size, +3 Dex, +5 class); BAB +3; Grap +4; Atk +4 melee (1d4, tazer), or +6 ranged (2d6, PMM Makarov) or + 7 ranged (2d10 Druganov SVD); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL AL Self/ Team/ Employer;; SV Fort +1, Ref +5, Will +3; AP 2; Rep +1; Str 12, Dex 16, Con 10, Int 12, Wis 14, Cha 8. Occupation: Adventurer (Knowledge [Tactics], Spot) Skills: Balance +8, Escape Artist +5, Hide +12, Knowledge (Tactics) +6, Move Silently +12, Read/Write Language +1 (Russian [native], English), Speak Language +1 (Russian [native], English), Spot +9, Tumble +10 Feats: Dead Aim, Far Shot, Personal Firearms Proficiency, Simple Weapons Proficiency, Stealthy Possessions: Fatigues (jungle), ski mask and gloves, Mesh vest, Backpack, light undercover vest squad-level radio w/ radio headset, tactical map, standard flashlight, PMM Makarov 9mm autoloader (12 box, small, 30ft) w/ laser sight, 2 extra Makarov clips, Druganov SVD sniper rifle w/ silencer (10 box, large, 100 ft, S, +1 mastercraft ) , 2 extra sniper rifle clips, binoculars, 1 claymore mine, 1 laser tripwire detonator. |
| #78nerull_02Dec 08, 2007 6:33:50 | Svetlana Novik – (Vehicle Specialist - Spotter for Anja) Svetlana Novik -Vehicle Specialist / Spotter (Fast Ordinary 2/Tough Ordinary 2): CR 3; Medium-size humanoid; HD 2d8+2 plus 2d10+2; HP 24; Mas 13; Init +3; Spd 30 ft; Defense 19, touch 19, flatfooted 16 (+0 size, +3 Dex, +6 class); BAB +2; Grap +2; Atk +2 melee (1d6, Metal Baton), or +5 ranged (2d6, PMM Makarov) or +6 ranged (2d6, MP5) ; FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Self/ Team/ Employer; SV Fort +3, Ref +5, Will +2; AP 2; Rep +0; Str 10, Dex 16, Con 13, Int 12, Wis 14, Cha 8. Occupation: Military (Drive, Pilot) Skills: Craft (mechanical) +6, Drive +13, Hide +8, Move Silently +8, Pilot +12, Read/Write Language +1 (Russian [native], English), Ride +6, Sleight of Hand +4, Spot +7 Feats: Aircraft Operation (Helicopters) [OR Surface Vehicle Operation (Powerboat)], Drive-By Attack, Personal Firearms Proficiency, Simple Weapons Proficiency, Vehicle Expert Possessions: Fatigues (jungle), ski mask and gloves, Mesh vest, Backpack, squad-level radio w/ radio headset, tactical map, standard flashlight, Metal Baton, PMM Makarov 9mm autoloader (12 box, small, 30ft), 2 extra Makarov clips, MP 5 w/scope and laser sight, 4 extra MP clips, 1 flash bang grenade, 1 smoke grenade, 1 fragmentation grenade, Range finding electro-optical binoculars, , Light sticks, Compass, fibber optic camera (3foot cable with monitor), Gas Mask, 1 claymore mine, trap kit. |
| #79jacemachineDec 08, 2007 7:40:28 | ![]() Wow, dude. Just... Wow! These are GREAT NPC's-- I'm really happy with them. I'm looking forward to the last-- These are Sweeet! HUGE thanks! |
| #80nerull_02Dec 09, 2007 6:27:33 | Thanks Glad to help fellow players Everyone is finished now (also fixed some typo mistakes). You may want to remove improved initiative from the leader and add improved trip. That will make him a lot more effective in CQC with a knife but a bit slower to react. |
| #81jacemachineDec 09, 2007 6:51:21 | Again, Major Thanx-- Lemme run this past you, since you had utilized poisons and such in those characters (which I think is sweet)-- The Feral Scientist are supposed to be armed with various test tubes full of various chemicals. The idea, is that these feral sci's can tape a couple of vials together, and toss them at their enemies, for various effects depending on how they were mixed. The feral sci's who are from The Antfarm may have vials containing various insect pherimones, in addition to chemicals. I'd pull out my Universal Color Chart and assign colors to various chemicals/pherimones to the different vials: Yellow #5 mixed w/ Blue #2 will result in chemical Green #7 which just happens to be Tear Gas or something. Anyone who's got any ideas about what all I can do with this, please post your thoughts! |
| #82jacemachineFeb 09, 2008 8:51:18 | But thanks to my PC's being a bunch of, um, pussycats...:P they keep AVOIDING ANYTHING INTERESTING. Which basically means that any encounters and locations I spend time outlining get skipped. Freakin' annoying. SO basically, I have to overhaul some of this damned game, so that I can get back on track with these silly players. I am not a railroading GM, so if the players want to leave every building they enter, or every area they encounter, and just want to wander around aimlessly in the jungles for no apparent reason, who am I to say no? Well, I have a solution I came up with JUST NOW. As in the TV series LOST, there is going to be SOMETHING HORRIBLE lurking and WANDERING around in the jungles. Something LIKE the Black Smoke monster... but obviously not, since I like more original concepts when I steal ideas. LOL-- Gimme some suggestions if you will! All will be weighed and considered. |
| #83taradusisFeb 09, 2008 9:13:07 | Human growth hormone research was preceded by research into animal hormones? How about a gargantuan preying mantis or tarantula,like a 1950's horror flick. When the pcs step out of a building the monster heads towards them and the logical move is to hide in the building? If the door is glass the monster can lean against it and drool,that would make the pcs reluctant to open the door and leave? Include an Npc to do what the pcs should be doing,dash inside building at first sign of trouble,refuse to go into wilderness,insist theres a radio or other means of escape hidden somewhere,etc. |
| #84kzakFeb 09, 2008 11:49:13 | You might not have to show them the actual monster - you could hint at its existence. This could be as unsubtle as seeing a half-eaten fresh carcass of a large prey animal along one of the paths the party has travelled by earlier, or hearing assorted noises from the monster in question outside the compound, hidden from sight in the forest. Also, you could use effects like the animals naturally found in the area all going deathly quiet to underline that danger lurks close to the party and suggest to them that venturing out into the forest isn't a good idea while there's more to be explored. ![]() |
| #85jacemachineFeb 11, 2008 7:48:50 | Human growth hormone research was preceded by research into animal hormones? How about a gargantuan preying mantis or tarantula,like a 1950's horror flick. When the pcs step out of a building the monster heads towards them and the logical move is to hide in the building? If the door is glass the monster can lean against it and drool,that would make the pcs reluctant to open the door and leave? Include an Npc to do what the pcs should be doing, dash inside building at first sign of trouble, refuse to go into wilderness, insist theres a radio or other means of escape hidden somewhere, etc. Well, I was going to use the 10-foot tall Preying mantises for certain. But I really like the idea of a big-ass giant spider too! I HATE spiders in real life, fear the little buggers, yet I am fascinated by their physiology-- I think that even if it doesn't end up being the BIG monster-- a huge-ass spider (or two, or more) could be an incredible motivator-- Even smaller monsters would run indoors to avoid it-- The SmartDogs and FastMonkeys for certain. I'd even see some preying mantises ducking into a building if they think their natuarl camoflage ability does no good against the 8-legged beastie. Now THAT would be a fun building to take shelter in, eh? You might not have to show them the actual monster - you could hint at its existence. This could be as unsubtle as seeing a half-eaten fresh carcass of a large prey animal along one of the paths the party has travelled by earlier, or hearing assorted noises from the monster in question outside the compound, hidden from sight in the forest. Again, good ideas-- I might have to "hint" at the size of the creature as well, by having smashed up trees where it came crashing through the underbrush too-- Or if I go with the spider angle, have large areas covered in webbing... NO PC in their right mind would cross into that area w/o pretty good motivation, and the size of a creatures nest gives indication to the size of the creature! |
| #86revjFeb 17, 2008 2:44:51 | It so happens that I just finished reading Michael Crichton's Congo and I feel some part of it could be utilized in your setting. Specifically, for the something-lurking-in-the-woods part, perhaps a couple of human-gorilla hybrids? Whether they are personnel that have regressed to a more primal form (the effects of the Angel's Light might affect some individual at a more fundamental level) or a different gene-splicing experiment on their own is at your discretion. You already have feral monkeys (which, for some reason, I keep picturing as angry capuchins) and tribal scientists, something to bridge the gap between species might be worth considering. NB: I also happen to have drawn (rough) plans for an underground facility, sporting a subtram dock, laying around at work. It was intended for a campaing that will probably never come to be. Should you be interested in it I could upload it here as it might fill a spot in your own layouts. |
| #87jacemachineFeb 26, 2008 7:36:50 | It so happens that I just finished reading Michael Crichton's Congo and I feel some part of it could be utilized in your setting. Specifically, for the something-lurking-in-the-woods part, perhaps a couple of human-gorilla hybrids? By all means my friend, I am CONSTANTLY open to new ideas, and suggestions-- If for some reason I don't use them, then certainly SOMEONE can-- I was watching the Animal Planet show called CHIMP EDEN last night-- we have the monkeys-- CHIMP/GORILLA types baddies would makes mucho sense-- I'm trying to gaming discussions again-- I check the boards at least once a week-- my day job keeps me busy, and I've been doing all sorts of social activities now that my state of Florida continues to warm up. That and i've at least three other online "commitments" that I try to keep up with-- not too easy-- I feel like 'not enough butter spread over too much toast'-- My replacement ZOMBIE APOCALYPSE game that we've been playing while I retool THIS adventure has been skipped for three weeks now-- FREE time is a hard commodity my friends! I need to read congo-- I may have when I was young, but I need to reread it again. Ever read 'The Relic'? I HIGHLY recommend the novels of DOuglas Preston and Lincoln Childs-- It all starts with the Relic, and they are all tied into the same 'verse-- |
| #88taradusisMar 02, 2008 8:41:49 | In 2 Ed D+D there was a race of green gorillas,called I believe DAKONS. There was also another race that had black and green fur patterns that could shift into different camoflage patterns? Imagine the government has developed guerilla/gorillas? |
| #89jacemachineApr 07, 2008 7:48:37 | In 2 Ed D+D there was a race of green gorillas,called I believe DAKONS. There was also another race that had black and green fur patterns that could shift into different camoflage patterns? Imagine the government has developed guerilla/gorillas? Oh that'd be nuts!:D I think Type2Demon posted some kickin Ape stats on post #18 We have introduced a new player to my core Tuesday group-- he's built a Traceur using j0lt's original character class-- This character is a member of CielCorp's very own Security Team, "Sadistic Pleasure"-- he's French like others of his team, and as a Traceur he acted as their scout. Player-Wise he will be provided handouts chock-full-o-info about the isle that he would have been provided with for his team's mission. Like in the first Resident Evil game, his team hits a very "Bravo Team" scenario and have been scattered. The PC's have encountered one of them so far; the gal with the blood-poisoning who they Kavorkian'd into the next life. The Scout will have been hiding out in a building-- the lower doors and windows have been boarded up. He climbs up a tree or wall and gets in and out through a window on the second floor. He's nimble as hell, and that will have been a good reason he's survived as long as he has. He will also know some of the important location that will speed along this game, as well as some of the "What Needs to be Done Here" for each place. He will also have the second piece of the PC"s "super-Gun" they will be building. (They found the first with the Ettercap's victim.) Dropping him into the game will be good catalyst methinks. Team Paranoia and he will have to role-play out some diplomacy. |
| #90freefall357Apr 21, 2008 11:36:34 | - If your characters are too scared to stay in a building, play off that fear and make them even more scared to stay outside. A loud echoing roar that gets closer by the day (even if it is just a bunch of little critters roaring in unison (sonic school of fish much?).:D - Worse comes to worse, have one or more of them fall into a ventilation shaft covered by plants...start them in the underground. After they fall through, the plant covering it wakes up and kills some massive beast that just charged them (no roping back up that shaft...plus some dramatic/cinematic action.) - Give them a near by VERY obvious safe spot (sealable room with a window by the door...so they can see it is safe), let them collect their wits and make a plan.......then make the room problematic (Another[last one was eaten by the plant] one of the scary rhino/cheetah horse sized things sees them and starts in on the door), they can fight using cover and a plan, or use some optional 'back way' out (ventilation/door).:D - K, gotta go. Have fun with the campaign. -edit- Hey look your map picture actually loaded...looking at it, I would say my ideas, while useful, are harder to implement. I had pictured a VAST facility, some of it completely over run by nature spread across a large island. |
| #91jacemachineApr 22, 2008 10:54:38 |
Thanks for the ideas-- It is a vast facility-- the map on this page is only just one area. ![]() |
| #92freefall357Apr 22, 2008 11:05:48 | Thanks for the ideas-- - You're welcome. - The bigger the facility the more you can just toss in, in reaction to the players 'needs ;) ', without it seeming arbitrary. Take advantage of that. |
| #93jacemachineApr 26, 2008 7:49:46 | This is basically my LOST style of campaign. If you've seen the show or have the ability to find various maps online then you know the approximate size of the island. Like the island on LOST there are a series of small compounds and laboratories as well as various other structures required by the occupants of Isle Noir. There is a main roadway leading between MOST of the main facilities. Various hidden or tucked away places are accessed via tunnels or trails. .... |
| #94Guest1661267469Jul 30, 2009 22:23:59 | This is Jace-- I have no idea why I'm logged in as Guest1661267469 Whatever. Bump. |
| #95TheRealOrionJul 31, 2009 12:04:08 | Unless there's some twist of French that I don't know, I think the name should be Isle Noir, and not Isle de Noir. The "de" literally means "of," which makes that name mean "Island of Black" as opposed to "Black Island." Just my two cents. |
| #96jacemachine2Oct 11, 2009 12:26:48 | Huzzah. This is my new account. Hurray. Please take note of this in the event that anyone wishes to contact me about this setting. |