Showing posts with label Penumbra. Show all posts
Showing posts with label Penumbra. Show all posts

Saturday, April 8, 2017

Penumbra Alliance 3: Enter Nox Eternia (Setup and Recap)

The Players:

Mr X: A commando working for a shadowy government agency that doesn't officially exist. Mr. X is possessed by a benevolent (to them) spirit or presence of some kind- a voice that frequently pushes them to commit various acts of violence.

Hannah: An experiment who escaped the clutches of Specte Corp. Hannah has fine turned senses of vision and smell, and is a frightening front line combatant.

Arzela Ascoli: A philanthopist sage, Arzela funded the tricked-out RV the group drives around in, and is a big bibliophile and researcher. Arzela works for the Librarians of Alexandria, attempting to preserve knowledge of the occult.

Aquos: A non-binary witch, Aquos asks that you use the singular they pronous to refer to them. Aquos is extremely competent at magic, preferring the Path of Energy primarily. They help the Hidden Path guide newly awakened students of magic reach their full potential.


Nox Eternia:

Mission Statement: The Nox Eternia is a cult dedicated to Abaseth the Bone Stitcher. Abaseth is a demon lord currently seeking passage to Earth. Nox Eternia performs perverse magical rituals and rituals in the hope of raising their master, They recruit heavily in rural areas, hoping to subvert entire communities to support their efforts. 

The cult has a national presence across the US, having about 5,000 total members existing in roughly 100 or so sects. They 


Stratton, Vermont

A small town at the foot of Stratton Mountain, population 216. Only really notable due to the nearby ski resort, which provides all reason for the town existing, as well as the presence of Nox Eternia in the area.

The local Nox Eternia cult consists of roughly eighty individuals total- multiple families and their children, most of the local police, as well as almost all of the staff of the Stratton Mountain Ski Resort.

Notable Individuals:

Sheriff Clyde Lautner(50): The county Sheriff, Lautner was kidnapped by Nox Eternia, and magically brainwashed to work in their organization. Lautner's new personality is bitter, gruff, and callous.

Father Greg Davis(60): The pastor of the local baptist parish. Greg was indoctrinated into the Nox Eternia as a teenager by his ex-girlfriend in the early 70s. Greg became ordained as a Baptist priest to subvert local churches for the organization, and established the cult's presence in Stratton. He's still working on corrupting his congregation. 

Clarice Mills (19): The local Nox Eternia leader. Clarice was kidnapped from her family at the age of 17, and possessed by Bolazar, one of Abaseth's lieutenants. Clarice's family was murdered to prevent them from bringing media attention onto the disappearance of their daughter after the sheriff's office refused to cooperate.

Bolazar: A powerful, but non-corporeal demon. Limited by having to occupy Clarice's body, Bolazar is searching for a way of securing himself a more powerful vessel. Bolazar is a powerful spellcaster and cunning opponent. Bolazar uses his position to force the Nox Eternia to participate in profane ceremonies to increase his power.

Cermur: A lesser demon summoned to possessed Fred Stone to keep him in line. Cermur resents Bolazar and being forced to play nanny to a young adult. Cermur is looking for an opportunity to backstab Bolazar.

The Stone Family:

Brandon Stone (48): The current owner of the ski resort, and a willing member of Nox Eternia. Brandon currently also serves as the family patriarch. Brandon is Bolazar's current favored lieutenant. 

Martha Stone (43): Brandon's wife. Martha is a fanatic of the Nox Eternia, being one of the most vocal and outspoken voices for taking the town by force. Martha is a hedge witch. Her magical training under Bolazar has made her more dangerous- and more emotionally volatile.

Sarah Stone (85): Brandon's mother. Sarah is believed to be infirm and incapable, but in all actuality was magically lobotomized when she learned what the Nox Eternia is truly up to. Sarah desperately struggles with her aphasia and incapability to write- hoping to alert anyone to the evil her family has been placed under.

Leonard Stone (26): Brandon's youngest son. Fred has been resistant to the Nox Eternia's teachings since youth. Deciding that enough was enough, Brandon asked to have him 'fixed' at the age of 14. Fred has since been inhabited by Cermur. 

Daisy Stone (24): Brandon's oldest daughter. Daisy was ordered to carry out to murder of Clarice's parents two years ago to affirm her loyalty to the cult. Daisy has decided that she likes killing, and has asked Bolazar for more opportunities to have some fun.

Fred Stone (20): Brandon's oldest son. Leonard has been selected by Bolazar to be prepared as his next vessel should Clarice's body fail. Leonard is scared shitless by this fact and is trying to seek help against the Nox Eternia. His first attempt to escape lead to the death of his best friend from higschool, Marco.


Stratton Ski Resort:

Percival 'Percy' Smith (28): The current head of maintenance of the ski resort. Percy is a new hire, having replaced someone who died in an 'accident'. As such, Percy is currently unaware of the cult's activity, although he thinks Daisy is really into him. Percy is a contact for Veilwatch, as his brother works for the organization in Vermont.

Kyle DiGlado (36): A VIP staying at the resort. Kyle has booked the presidential suite for the span of six months. His presence perturbs the Stone family, since all attempts to engage him socially have failed entirely, and he's grown hostile when asked to attend church.

Francis Poole (40): A wealthy investor who has been asked by Brandon to tour the ski resort. In reality, Brandon plans to have the Nox Eternia capture her and forcibly indoctrinate her to gain access to her wealth.

Claw-That-Kills (173): A were-eagle who has lived on Stratton Mountain since the 1840's. Claw-That-Kills has slowly grown more rational over his time alive- becoming Semi-Rational near the turn of the 90s, and becoming fully rational in 1966 after taking a hit of LSD offered to him by some traveling hippies from California. Claw can sense the demonic presence on the mountain, and knows where the remains of the Mills family were buried.

Events of Play:

The group enjoyed a week of R&R, coming back to be briefed. Told that a lead had surfaced from the computer files taken from their first case in New Bedford, the team was then sent into rural Vermont to see if someone calling themselves Bolazar was the actual demon or not.

They arrived at the skii resort, where the IP address seemed to originate from. Having been booked a room, they checked in and then got to exploring the resort. Aquos, bored and unhappy with the lack of snow at a skii resort, summoned up a patch of the stuff. Arzela quickly became embroiled in a snowball fight with a group of preteens- losing horribly.

Martha Stone took notice of the snow, taking the opportunity to talk to Aquos about magic. She invited them to dine with her at the resort's swankiest restaurant so that she could learn more about magic.

Meanwhile, Mr. X and Hannah tried to do some carousing- poorly. They were able to learn about some of the strange events going on involving the resort, such as the death of the former caretaker, and the disappearance of the Mills family, but not much else.

Martha has Aquos call Arzela so that she can learn more about The Hidden Path and magic. Arzela, always eager to teach, is more than happy to oblige. All seems well until Martha leaves the room and returns with two police officers.

The two are lead into the basement of the hotel, and thrown into a room that's been turned into a complete no-mana zone.

It takes Hannah and Mr. X a while to realize that something is wrong. It's about this time that Arzela remembers that he has his phone on him (Absent-Minded strikes again), and he tells Hannah and Mr. X to try and help them reach the basement.

Mr. X and Hannah are intercepted by Martha, three cops, and two cultists. A fight breaks out. Hannah rushes into the fray (Move 14 with enhanced move), quickly coming under fire and regretting her decision, while Mr. X calmly starts mowing people down.

Arzela decides to hide, while Aquos slings a few lightning bolts into the fray.

They capture Martha, opting to kill her on the spot now that she's confirmed as a Nox Eternia member. The team then quickly goes to escape from the resort.

Claw-That-Kills spots the commotion, opting to follow the group. They stop and talk with him, and his information helps confirm their suspicions that Clarice is the current host for Bolazar.

Arzela and Aqous hide the RV in the woods while Mr. X and Hannah take some time to scout out the resort to see if they can locate Clarice. After about eight hours, they determine she's being kept in a large bedroom on the third floor of the resort.

They decide on a plan- Hannah, Mr. X, and Arzela will ascend to the roof with a grappling hook and rope, make an opening to drop down through, and subdue Clarice.

Aquos will create a distraction- by causing everyone within 100 yards (except the party) to believe that they're being attacked by swarms of bees.

The plan goes off without a hitch, aided by Clarice/Bolazar getting completely caught unaware by a flashbang grenade and then getting clocked by Hannah with a tire iron for instant unconsciousness.

They take Clarice/Bolazar back to the RV, ready to decide how to proceed...

Saturday, March 18, 2017

Penumbra Alliance 2: Mad Science and Base Corporate Behavior

The Players:

Mr X: A commando working for a shadowy government agency that doesn't officially exist. Mr. X is possessed by a benevolent (to them) spirit or presence of some kind- a voice that frequently pushes them to commit various acts of violence.

Hannah: An experiment who escaped the clutches of Specte Corp. Hannah has fine turned senses of vision and smell, and is a frightening front line combatant.

Arzela Ascoli: A philanthopist sage, Arzela funded the tricked-out RV the group drives around in, and is a big bibliophile and researcher. Arzela works for the Librarians of Alexandria, attempting to preserve knowledge of the occult.

Aquos: A non-binary witch, Aquos asks that you use the singular they pronous to refer to them. Aquos is extremely competent at magic, preferring the Path of Energy primarily. They help the Hidden Path guide newly awakened students of magic reach their full potential.

Last Time:

The group arrived in New Bedford, reaching out to Pulaski for information. They began with the teen at St. Luke's, with Aquos using magic to break the spell the teen had been placed under.

The teen's information prompted them to investigate Pope and Fish Islands- they found human remains on Fish Island, as well as the carcass of a demonic dog on Pope island. A little bit of research lead them to believe that the owner of the fishpacking plant on Fish Island was responsible.

Duncan was boating into work when Mr. X couldn't resist the temptation of the Phantom Voice in his head (crit-failed the will roll), and shot him with a sniper rifle for ~30 damage to the torso. Duncan wasn't expecting it, didn't have defensive charms up (Overconfidence, yo), and died on the spot.

The players did their best to hide how Duncan died via magic, and then investigated his house. They discovered a magical gem that's acting as a massive repository for magical energy- energy gained via human sacrifice. Arzela was able to recover the tome Duncan purchased to help with opening a rift into another plane of existence.

Overall, the team did a great job on the mission.

SAD 4, Maine

School Administrative District #4, located in Piscataquis County Maine, covers the towns of Abbot, Cambridge, Guilford, Parkman, Sangerville and Wellington. The district covers a population of roughly 5,000 people.

SAD 4 is home to multiple schools:
  • Piscatauis Community Secondary and Elementary Schools (Consolidated from the following three schools and a few others)
  • Abbey Fowler Elementary School, Sangerville (Closed, converted into a gym, now unused)
  • Guilford Primary School (Closed, now a food pantry)
  • McKusick Elementary School, Parkman (Closed)
Being located in rural Maine, SAD 4 doesn't boast many amenities. Local police is stationed in Dover-Foxcroft, a 20 minute drive away from Guilford (further for other towns such as Parkman or Cambridge), as are any EMT services. Guilford maintains a small fire department largely staffed with volunteers.

Dynco LLC

Dynco LLC is a multinational corporation deeply invested in scientific and biological research. Their main goals include creating super soldiers to sell to various government entities, enslaving supernatural beings for study and exploitation, and giving Spectre Corp the middle finger whenever possible.

Dynco has been winning against Spectre Corp as of late, with their stock increasing accordingly. Both companies are investing heavily in biomedical research, hoping that their latest crops of experiments will be able to shove the other out of business- whether through winning bids to provide soldiers to various clients, or by sending hit squads to more directly eliminate the competition.

Project Galapagos 

Started by Dynco, Project Galapagos is a long-running project on testing virus-implanted genetic changes on a relatively isolated population over multiple generations. Started in the 1950s in SAD 4, Galapagos has managed to remain unnoticed, even as they now begin on their fourth and fifth generation trials.

Project Galapagos maintains numerous research stations under various SAD 4 schools:
  • The largest and oldest is under PCSS.
  • Abbey Fowler, Guilford Primary School, and McCusick Elementary all have smaller labs
  • An abandoned lab exists at the old preschool in Abbot
Dynco has a monitoring station underneath a house across the street from the Highschool. The monitoring station is home to a small security staff, who have zealously taken care of intrusion into Galapagos dealings when they arise. Dr. Emerson, the third and latest lead of Project Galapagos, maintains ties with school administration to ensure their compliance.

Galapagos continues to try and make the local population more susceptible to the various processes that they use to make their Experiment soldiers.

Events:

The team gets the briefing from Logan. They're very unimpressed with the lack of information they're given- just that a precog and a member of The Velvet Curtain have reported incidents in rural Maine.

Either way, orders and orders, and they make their way North to meet with Jason Smith, the Velvet Curtain contact who reported the shady business.

Evidently the Veil in the area has been fluctuating wildly, which Jason views as an omen. During his investigations he discovered a nearby house that seemed to have an odd security presence around it, which made him very suspicious.

The players investigate the Guilford area themselves:
  • They learn that Dynco recently made very large purchases of chemicals at the local hardware store. Aquos is able to use magic to learn that they were made with legitimate Dynco accounts.
  • A local recluse/crazy person, Ronnie, is living in the house that Jason was scared away from. The players eventually kidnap him and use magic to make him less crazy, long enough to learn that he's been brainwashed by Dynco to act as a deterrent for locals to look into their affairs.
After getting Ronnie out of his house and determining that one of the labs must be under his house, they go in to kick down the door.

The firefight with security is short and brutal as Mr. X promptly unloads on them. Hannah goes off to intimidate some scientists when it becomes clear they recognize her, and similarly gets destructive once it's clear they have copies of her file.

Meanwhile, warnings and alarms are going off- evidently some virus dispersal system in on the fritz. The PCs call in a bomb threat to clear out the school, causing children to pour out onto the school grounds.

It erupts into an all-out brawl as the viral sabotage by Spectre Corp takes hold. 

Scrambling to contain the outbreak, Hannah uses Bioengineering to reverse the sabotage done to GIV-T. The chemical reaction necessary is strongly exothermic- resulting in the high school completely blowing up.

The team regroups and decides to raid the remaining Dynco labs. They discover Adam, a friend of Hannah's already inside one, having broken in to delete their records. He tags along for the final lab, where a lone guard Experiment attacks the group.

In a hail of bullets and with a few chainsaw blows, they cut down the guard without much difficulty.

Arzela manages to contact the saboteur who caused the GIV-T to cause zombification. The saboteur is some kind of '1337' hacker and infiltrator, who taunts the group, but has already made clean his escape before they even arrived in town.

With the labs destroyed and local emergency services dealing with the wounded, they leave the area, one zombie outbreak prevented and contained.

Saturday, February 11, 2017

Penumbra Alliance: Investigating Disappearances in New Bedford (Setup)

Later tonight I'll be going through character creation for a new IRL Monster Hunters campaign. It tentatively looks like I'll have:

  • A Commando who's been possessed or otherwise in contact with spirits (I'm going to push for Diabological Phantom Voices as one of their disadvantages)
  • An Experiment
  • A Sage/Techie
  • One person is undecided.
They're all going to be operatives working for the Penumbra Alliance- a ragtag collective of supernaturally aware organizations that have decided that stopping demon incursions and such is the best course of action for everyone.

Even if these organizations don't all actually get along very well, or have matching goals.

New Beford, MA

Population: ~95,000
Notable Locations: Numerous Projects, Waterfront District (whaling predominant historical influence), Buttonwood Park Zoo, New Bedford Regional Airport, University of Mass. Dartmouth (UMD) nearby.

Three islands in the harbor:
Fish Island (Fishpacking warehouse)
Pope Island (shops, a marina)
Crow Island (Inhabited with a few houses)

Nearby Law Enforcement: 4 New Beford Police Stations, Mass. State Police has a barracks nearby in Dartmouth. Fire Department is acknowledged to be among the best in the state. One hospital- St. Luke's.

Penumbra Alliance Presence in the area:

New Bedford has a large Syndicate Presence. The Syndicate cell in the area is primarily concerned with their illegal operations, and only really pay attention when events harm the bottom line. Their local Lieutenant, Jake Schneider, recently stole a grimoire from Larry and Kenny.

The Librarians of Alexandria and Warehouse 23 both maintain a library/storehouse on the premises of UMD. They're severely lacking in resources, consisting only of a two man team, Kenny and Larry, who are primarily engaged in research.

Veilwatch has a representative in the area, Damien Pulaski, a Massachusetts State Police Sergeant. Pulaski is a good cop who believes he's descended from Casimir Pulaski. Damien is deeply concerned about the disappearances and is the one who initiated the investigation, resulting in the Players being asked to travel to New Bedford.

The Locust Order has a single Locust Priest in the area, Ba'dur "Buddy" Shawn. Shawn has an undeserved nasty reputation within the Alliance involving dark research and horrible rituals. In reality Ba'dur is just a gentle old man who happens to be made out of a sentient swarm of locusts who enjoys gardening and teaching young pupils the fundamentals of magic. 

The Church of St. Germaine has a congregation in the area. Having noticed the supernatural disappearances, they believe they stem from Ba'dur Shawn's presence in the area. Father Norton is fair about this assessment, admitting that it's largely based on Shawn being a Locust Priest, and not any proof that's beyond circumstantial.

None of the Alliance members in the area besides Pulaski or some Syndicate members are really able or willing to engage in field work that involves risk. Pulaski is invested in solving the disappearances and will likely volunteer his services if the group conducts themselves well. Convincing the Syndicate to help will likely be frustrating, as they really don't care.

Buddy might be convinced to help out, especially if it provides a chance to clear his reputation within the Alliance.

The Disappearances:

  1. Transients and homeless individuals have been disappearing- about fifteen have been noted over three months. Damien believes this to be a low figure.
  2. A few (2-3) children have been snatched. Normal investigation proved fruitless when forensics teams ran into spectacularly bad luck- one team had a smartphone battery catch aflame, fouling a crime scene, another was pushed off the road by a drunk driver into the harbor, and the last team's evidence was destroyed when a short circuit fried the testing device. 
  3. One teenager may have escaped an attempted kidnapping- but he's currently in St. Luke's, unable to talk coherently and babbling the lyrics to Little Drummer Boy. 

Available clues:

Who:
  1. Both Father Norton and Ba'dur have detected the presence of dark magic used within the city, although they don't know the caster (and Norton suspects Ba'dur). (Deduction: Rogue Witch)
  2. The Syndicate recently fulfilled a special order for a magical grimoire, stolen from the Librarians of Alexandria/Warehouse 23. Good luck getting them to admit to it though. (Only local lieutenant knows the specific nature of the order, -3 at attempts to get him to talk about who bought it.) (Deduction: This gives away the Witch's identity immediately.)
  3. Fish, Pope, and Crow Islands all seem to be experiencing unusual amounts of strange activity over the last few months. (Deduction: Witch is likely setup on the Islands, Witch also frequently uses boats to access Crow Island, might live there)
  4. The owner of Duncan Fishpacking is adamant that nothing strange is happening, even when confronted with evidence. (Deduction: He's in on it.)
  5. A few people will report that some employees of Duncan Fishpacking have been acting strangely. (Deduction: It's connected somehow, provides more avenues of investigation)
What:
  1. Kenny and Larry had a Grimoire useful for opening gateways and portals stolen from them. Both aren't terribly excited to admit to it happening since it makes them look bad. (Deduction: Rogue Witch is attempting to open a portal of some kind.)
  2. A man was attacked by a strange dog near the Dunkin Donuts on Pope Island and managed to fend it off with a pistol. (Players can find the corpse if they search near the Dunkin on Pope Island. Deduction: Rogue Witch has summoned a few members of the Endless Legions already.)
  3. Human remains have been dumped at Fish Island, among the offal produced by the plant (See Clue #3 under where). (Deduction: They were sacrificed to provide energy for a ritual.)
  4. The bad luck of the police investigations is not natural. Should be easy to indicate it stems from a supernatural origin. (Deduction: Rogue Witch)
  5. Children provide more magical energy than adults. (This ties into clue #3 of What.)
  6. Attacks Decrease during the full moon (Rules out Lycanthropes)

Where:
  1. Most of the disappearances have happened closer to the harbor. (Deduction: Boat accessible)
  2. Police have investigate numerous reports of strange activity near the Pope Island Marina. They consistently find nothing and believe a prank caller is at work. (Deduction: Pope Island Marina is a place to investigate)
  3. The teenager in St. Luke's, if he's able to recall anything, remembers hearing that the 'trash' was disposed of on Fish Island. (Deduction: Witch has been dumping the dead bodies of his victims on Fish Island) 
When:
  1. Attacks have no correlation with a set date (timing appears random based on days passed, etc)
  2. Attacks increase during periods of bad weather and reduced visibility
  3. Attacks decrease near the full moon
  4. The kidnapping of the children occurred most recently, as did the police investigations. (Attempts to ramp up progress)

Deduction Penalties:

Who: -4 to area knowledge/current affairs to identify locals (Scope penalty, I doubt players will have applicable area knowledge, although Lore! of course wouldn't.)
-8 (reasonable precautions to thwart identification by perpetrator), +1 (status 2 Individual as prominent business owner), +2 (known bibliophile and antiques collector)= -5 to deductions

What:
-4 (takes basic measures to cover his tracks) (For learning it's a Rogue Witch)

-2 (Endless Legion Demons don't really count as sapient)

When:
-8 (Plan involves no special timing)

Where:
-8 (Intelligent foe who didn't think he needed to pick an unobvious location), +3 (small local cult of ~15 members has been assisting the Rogue Witch)

What's actually going on:

Sid Duncan, owner of Duncan Fishpacking, is a Rogue Witch. Having been raised by an aunt who was deep within the Dark Arts, Duncan was initiated into summoning demons at a relatively young age- 11. Duncan has made a pact with the Demon Lord Drumer for magical power- in return for attempting to summon Lord Drumer to Earth. Drumer is the source of the bad luck curse that affected the investigation teams- Duncan lacks the skill in the relevant paths to cast such a spell.

Duncan is aided by a few of his employees at the Fishpacking Plant. Most have had spells placed on them to force their compliance. Some early sacrifices were conducted to make these spells easier.

Drumer has instructed Duncan to fill a gem he's fashioned into a reservoir for magical energy via conducting human sacrifice. He's been unhappy with the slow progress, pushing Duncan to bolder attempts to find fresh victims- which is why the young children were targeted. 

Duncan is capable of summoning up to two Impalers at a time, or up to four demonic canines. He also has his followers, although most are little more than meat shields and distractions for him to have time to accumulate energy. One or two might have pistols.

Duncan has numerous (23) charms that he has prepared for emergencies, cast and gathered over a long period of time:
  • 5 3d lightning bolt charms (He prefers lightning over firebolts because they short out cellphones)
  • 1 Gift of Gab Charm (Used sparingly because he has to resort to spending FP to make it possible to cast)
  • 1 Hush Charm 
  • 3 Necrosis 
  • 8-round pistol magazine with additional 6d of crushing damage for each bullet.
  • 3 2d healing charms
  • 1 100 yard emergency teleport (Quirk: Loud bang upon arrival)
  • 1 charm for DR 4 (Quirks: Painfully obvious that he's covered in a shield of energy or similar, sparks super obviously when hit by an attack)
Duncan lives in a manor on Crow Island, uses his Fishpacking Factory to dispose of the bodies, uses the Pope Island Marina to move his sacrifice victims, and generally conducts his rituals at home. The gem he's filling can ONLY be used for the summoning of Lord Drumer, and currently houses a great deal of magical energy.