Author: Hector Rene' Segovia (---.zianet.com)
Date: 10-31-2001 22:11
I PRAISE YOU, CONAN for giving Chill recognition. Whith all tehse new gamers who have engulfed themselves in White Wharf, Wad of Dorkness and this new (and good system I might add) D&D3E, it is hard to bring back the older, lesser known, and "lighter-on-the-trigger" games such as Chill and Call of Cthulhu. Not that guns are bad, Hell, i've written a few myself, but sometimes it is good to break away from the slashes and blasters and explosions, and actually ROLE-PLAY.
In addition, I have written a series of Horror Adventures you may want to look up, it's called the SS85. Have a look! If you want to puck up a copy of these, go to my web page, hit my dinky little RPG Resources section, and then click on "Scenarios". If you don't even use them... they're at least worth the read.
About the SS85 (Segovia's Series: 1985)
The SS85 is a series I have developed to include a historical touch to your games. They take place in a setting in 1985 in numerous parts of the world. I have layed out adventures for GM's to use in any horror game that can take place in modern days, such as Call of Cthulhu, Chill. GURPS Horror, etc. But my advice is, use it for any modern game and throw in the surprise of horror. I am not sure how many adventures I will add to the series, but feel free to use them. There are some points I must make about the series though:
1) I do not include stats, as this is a scenario. The rest is up to you as a GM.
2) The adventure is not all-inclusive. It is up to the GM to include all the baddies and events in the game. I do, however, include events that are important to the scenario. That's what makes this game free to use in any system.
3) Sections that are purely historical will be labled as such. Sections that are not will also be labled as such, but the factual inserts will be noted. You'll see what I mean as you continue reading.
4) Give your players some nice bonus items and money, as they are being assisted by an anonymous association. This person, or group has helped them many times in the past (according to the GM) and the party has grown used to his assistance. This is the drive for all these adventures.
5) One more thing. All though these adventures are all linked, each one may work as a stand-alone-adventure.
Part I: Freeing Fatima = You are to take a trip to Haiti and find a child named Fatima. She is suspected of being posessed by a creature of the unknown. She is kin to a deceased family of policical activists. So not only will you have little help, but you must watch your back and be careful because if the local government finds out the nature of your visit, you will have more to worry about than a posessed little girl.
Part II: Trier's Curse = Recently, city officials of Trier, Germany began to disappear. Our anonymous contributor to your efforts (refered to in Part I: Freeing Fatima), has again, sent a letter to you asking for repayment. This time, you are to investigate the vanishings. It has been quite some time since the last time he has asked for anything (about 3 months), and he's paid enough for you to quit your day job and be on a permanent vacation, so his request is not unreasonable. Infact, he has become your source of employment. The usual, hotel, plane, and vehicle reservations have been included (this time of better class).
Part III: Ghost Stories and 800lbs of Marijuana = An airplane is off-course. Intended for the U.S., its inhabitants find that they are over a barren land of some sort. The plane wrecks and now the players are lost.
So… what could be worse than this? Lost in the middle of nowhere. The players don't even know what country they're in. Their source of transportation is destroyed, and the pilot's dead. Eventually, the players are going to check the luggage compartment to get their equipment. There, they will find 800lbs of marijuana. Just when you thought things couldn't get worse...
Part IV: The Colder War = The party is visiting the Siberian crater, skiing, camping, and all the other stuff. So it is unlikely that they are carrying any weapons other than a knife. It is unlikely, due to the Russia/U.S. current relations, that Customs would allow any weapons to be taken with them. During their visit, while at the river, a party-member discovers a body, preserved in the bottom of the water. Further examination of the body will prove that he is an American Army troop. He has his weapon, but the magazine is empty. There is no gunshot wound or any sign of trauma. Apparently, he just drowned. But why is his weapon completely discharged... and why are the Russians not flooding this location?
Part V: Timefucked =
"Some things were supposed to happen, but didn't.
Some things happened that shouldn't...
And some things are just all fucked up because of it.
But who the hell chose these people to make it all better?"
- Narrator's Intro to Timefucked
by Hector Rene' Segovia
The world was fine. The world was normal. The world was fucked-up to begin with. Who'da-thunk something could make things worse? The year was 1985, of course, and people were going about their own business, when a sudden smokey fog rolled over the city, bringing lightning and a sulphur-like smell... and everything went black.
When the party awakens, they find themselves in a small room with three doors, "Looks like a library," one says with a yawn. Another replies with, "Yeah, but where... why?". And so begins the journey through time.
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