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Resonant

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0% found this document useful (0 votes)
234 views48 pages

Resonant

Uploaded by

sikproduction
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 48

Written by AMANDA P. All rights reserved.

Cover and Interior Art by TONY TRAN Redistribution without prior written
consent is prohibited. Permission is
Interior Poster Art by TONY TRAN
granted to reproduce for personal use.
with design by DAI SHUGARS
All creators reserve the right to be
Maps and Layout by DAI SHUGARS identified as such. In all cases this
notice must remain intact.
Edited by YOCHAI GAL and
SALLY TAMARKIN This publication is a work of fiction.
Any similarity to actual persons, living
Additional Editing by EVEY LOCKHART or dead, is purely coincidental.
and JARRETT CRADER
Copyright 2023
Publication Date 2023
Writing copyright 2023 © AMANDA P. This product is based on the MOTHER-
SHIP Sci-Fi Horror Role Playing Game,
Art copyright 2023 © TONY TRAN published by Tuesday Knight Games.
This edition was produced in This product is published under license.
collaboration with AMANDA P., Mothership RPG is a trademark of
TONY TRAN, JARRETT CRADER, Tuesday Knight Games. All rights res-
and SPACE PENGUIN INK, LLC. erved. For additional information, visit
WWW.TUESDAYKNIGHTGAMES.COM
SPECIAL THANKS or contact
CONTACT@TUESDAYKNIGHTGAMES.COM
Yochai Gal, Contraband Rimer, Evey
Lockhart, Tam H, Brad Kerr, Seedling
INFLUENCES INCLUDE:
Games, Emmy Verte, Andrew White,
Nakade, Technoskald, Sage, Sally The ALIENS series by Ridley Scott,
Tamarkin, Rusty, Seth Ian, Tony Vasinda, THE EXPANSE book series by James
Nick S., Meg C., and Jarrett Crader. S. A. Corey, A DESOLATION CALLED PEACE
by Arkady Martine, 1940s government
THANK YOU TO MY PLAYTESTERS: Xenio, manuals, the podcast WELL THERE’S
Morgan, Gina, and Laine. YOUR PROBLEM by Justin Roczniak,
THANK YOU to Luke Gearing for the Liam Anderson, and Alice Caldwell-
encounter procedure in GRADIENT Kelly, the ANIMORPHS series by K. A.
DESCENT, borrowed here. Applegate and Michael Grant, and
reading about carcinization, rabies,
THANK YOU to Carmin Vance, Mez Toons, and Havana Syndrome.
Tom Colley, and Doug Kovacs for playing.
And lastly, to C, who knows why. RESONANT is set in 9/10.5 Korolev
Medium, with 16/19 chapter headers
and 12/14 subheaders in bold.
RESONANT

A science fiction horror adventure


for use with MOTHERSHIP Sci-Fi
Horror RPG, adaptable for sci-fi
TOC adventure games.

CONTENT AND PLAYER AGENCY 5


TIMELINE OF PREVIOUS EVENTS 6
THE MISSION 7
ROSTRUM CORPORATION 8
THE COLONISTS 11
RUMORS OVERHEARD 11
ARRIVING IN BANQUO SPACE 12
RESONANT EXPOSURE 13
‘UNLUCKY 7’ 18
ROSTRUM FORWARD BASE 23
THE DAM 30
THE COLLAPSED RESERVOIR 39
BESTIARY 44
4
CONTENT AND PLAYER AGENCY
THIS SCI-FI HORROR ADVENTURE CONTAINS THE FOLLOWING TOPICS AND THEMES:
BODY HORROR, CORPORATE VIOLENCE AND EXPLOITATION, COLONIALISM, PRIVATE
MILITARY, WORKER EXPLOITATION, NONCONSENSUAL SCIENTIFIC EXPERIMENTATION
ON HUMAN SUBJECTS (APPLIES TO NPCS), HUMANS TRANSFORMING INTO CRUSTACEANS
OR CRABS (APPLIES TO PCS AND NPCS), LOSS OF AUTONOMY (APPLIES TO PCS AND NPCS),
VOMITING, RAPID HAIR LOSS, DRUGS (STIMULANTS), CRABS, INFRASOUND, SMOKING.

This adventure deals heavily with the nearby region. They do this without the
theme of corporations and private knowledge of anyone in the area,
military exploiting human beings and including those being experimented
natural resources for wicked ends on (colonists and Rostrum marines).
and harming anyone who gets in the This throws the nearby colony and
way. It is centered around a natural base into chaos.
disaster: the collapse of a dam’s reser-
voir. Once the dam breaks, it reveals an The Warden is encouraged to remove
alien microorganism, THE RESONANT, any content that doesn’t work for
that protects itself by using infrasound them and their players, and to use
to control enemies. Prolonged exposure safety tools. As Sean McCoy, creator of
to this infrasound alters one’s body, MOTHERSHIP, has said, safety tools
causing them to develop crab-like features. are about hospitality. You can learn
more about MOTHERSHIP and safety
The private military force, Rostrum’s tools here, and by reading the MOTHERSHIP
marines, blames the colonists for Warden’s Operations Manual.
the reservoir collapse, arresting and
detaining many of them. Rostrum REMEMBER: having a good time at the
scientists (RLAB) then exploit the table together is more important than
Resonant’s infrasound to test it for any content included here.
military application on humans in the

WAYS TO USE THIS MODULE


IF STARTING OR RUNNING AN ONGOING IF RUNNING AS A ONE SHOT: start the
CAMPAIGN: the crew is given THE crew at the COLONY (PG. 18) and have
MISSION (PG. 7), with an additional se- them be colonists, with the explicit
cret objective by the same or an goal to rescue the abducted colonists.
additional employer.

THIS ADVENTURE RELIES HEAVILY ON STRESS AND ITS INTERPLAY WITH THE RESONANT.
WHEN YOU SEE THIS SYMBOL 1 REMEMBER TO CHECK THE CREW’S SYMPTOMS OF
RESONANT EXPOSURE, USING YOUR DISCRETION. SEE PG. 13 FOR FURTHER INFORMATION.

5
TIMELINE OF PREVIOUS EVENTS

2 YEARS AGO: Rostrum Corporation


established an interstellar charter to
build a colony on Banquo, a faraway,
mineral-rich moon orbiting an inhospi-
table gas giant. They dispatched a few
shiploads of recruited colonists.

1 YEAR AGO: the hardiest colonists


survived the brutality of the first year.
Rostrum provided them with resources
to DAM THE RIVER (PG. 30), power THE
COLONY (PG. 18), and expand their
settlement. ROSTRUM MARINE CORPS
(marines) and ROSTRUM LABORATORIES
(RLab) built a FORWARD BASE ON SITE
(PG. 23).

3 MONTHS AGO: the dam was heavily


damaged, draining the reservoir. The
cause was unknown, but Rostrum
suspected criminal mischief. A marine
investigating the site grew crab-like
features after spending extensive time
in a subterranean cavern revealed by
the reservoir draining. RLab scientists
discovered a sonic signature including
heavy vibrations, and began investigating
the COLLAPSED RESERVOIR (PG. 39),
establishing a field lab in the cavern.

1 MONTH AGO: marines continued to


investigate the incident, accusing the
colonists of destroying the reservoir.
The marines raided the colony, arresting
suspects. RLab secretly began to
explore applications for the discovered
crustaceans’ unique infrasound abilities.
This caused conflict with the marines,
who were endangered by the careless
nature with which RLab approached
the experiment. Crab-like creatures
emerged from the earth and attacked.

2 DAYS AGO: the colonists’ supply shuttle


crashed into ROSTRUM FORWARD BASE
(PG. 23), causing additional chaos.

6
THE MISSION
A Rostrum Corporation recruiter has hired the crew to transport supplies and assist
with dam repairs on Banquo. A desperate situation has unfolded due to a recent dam
failure, causing challenges for the moon’s colonists. Banquo is owned fully by
Rostrum Corporation. In recent weeks, communications have been garbled and limited
coming into or going out of Banquo.

THE CREW ALSO HAS A SECRET OBJECTIVE


ONLY THEY ARE AWARE OF (ROLL 1D5):

1. Marine Corporal Lucy Baros’ family has hired the crew to return her to their home
in the Core Worlds. LUCY (PG. 42) is the scion of a wealthy family, and appears to
be slumming (to her family) on Banquo. The reward is a letter of reference for
future Core Worlds freelance employment and sufficient credits to purchase
a serviceable ship.
2. Hugo Gaspar, a colonist’s meddling father, has hired the Crew to discover the fate
of his adult son, FERDINAND (PG. 36). The reward is sufficient credits to purchase
some creature comforts during the crew’s next Shore Leave.
3. Ordo Ltd.’s espionage has revealed that Rostrum Corporation is developing new
weapons technology on Banquo. The crew is to make contact with the NEARBY
COLONY (PG. 18) and destroy their RIVAL’S TECHNOLOGY (PG. 12). The reward is a
standing contract with Ordo for espionage opportunities and a month’s salary as
per your table’s in-world economy.
4. The independent Interspace Research Review Board has hired the crew to
investigate rumors of unregulated scientific experiments occurring on Banquo,
led by DR. CONSTANCE LEON (PG. 43). Five years ago she fled arrest and was,
in absentia, stripped of her research grants, tenure, and academic degrees due
to flagrant ethics violations. The crew is to collect evidence, shut down
any experiments they find, and rescue any human test subjects found alive.
The reward is handsome payment and steady employment with a (relatively)
morally balanced employer.
5. Colony Leader ISABEL (PG. 18) called in a favor with an old friend, who has hired
the crew to rescue any captured colonists they can find so they can escape off-
world. The reward is two week’s salary according to your table’s in-world economy,
and trustworthy (relatively speaking) underground contacts for future work.
This employer has provided a transport vehicle that should accommodate the
escaping colonists.

7
ROSTRUM CORPORATION

ROSTRUM LABORATORIES (RLAB) ROSTRUM MARINE CORPS

APPEARANCE: Pressed white lab coats, APPEARANCE: Expensive black para-


coveralls, subtle earplugs and chest military fatigues and heavy weapons.
protection, black rubber aprons.
DRIVE: Maintain operational security on
DRIVE: Profit from the inventions alien terrain, law and order on Banquo.
and intellectual property of ancient
galactic civilizations. WHAT THEY ARE REALLY DOING: Keeping
a close eye on RLab and the colonists.
WHAT THEY ARE REALLY DOING: Their leadership suspects betrayal
Running a human trial experiment by RLab, and watches their activities
on the colonists, without their permis- with heavy surveillance. Marines patrol
sion or knowledge, and testing the Banquo’s surface, so they may be
effects of amplifying the Resonant’s encountered if the crew is traveling
natural infrasound. overland. The crew’s main interactions
with them most likely occur in
HOW THE CREW CAN GET INVOLVED: ROSTRUM FORWARD BASE (PG. 23) or
They cannot. RLab will not allow THE DAM (PG. 30).
the crew to become involved in their
work, and will react violently to any HOW THE CREW CAN GET INVOLVED:
attempted interference. Make a temporary alliance with
Commander BUTCH DECKER (PG. 29)
to assist the marines in shutting down
Dr. Leon’s experiment and rescuing the
colonists (if the marines can be
convinced it’s in their best interest).

Fight with individual marines against


various creatures.

8
THE COLONISTS
APPEARANCE: Handmade, cotton-blend, HOW THE CREW CAN INTERACT WITH THEM:
green-yellow camouflage to conceal Free the colonists who were captured
themselves in the meadows, rubber and imprisoned by Rostrum. Colonists
boots and mismatched military-style can also be found wandering the land-
rainwear when a storm hits. Often scape, or trapped in the reservoir.
seen sucking on small mineral stones
WHAT THE CREW CAN DO FOR THEM:
or cooking the local crustaceans in
stewpots. All colonists are adults. • Rescue the colonists at the DAM
(PG. 30) and ROSTRUM FORWARD
DRIVE: Escape Rostrum custody, rebuild
BASE (PG. 23).
the colony Unlucky 7, or leave Banquo.
• Negotiate with or drive out/overthrow
CONFLICT: Rostrum military types
the Rostrum leadership, even though
couldn’t leave well-enough alone.
massively outgunned.
Distrustful of Rostrum-affiliated NPCs
for good reason. • Make the planet no longer valuable
as an asset to Rostrum.
• Shut down the experiment and
assist the colony in coexisting with
the Resonant.

RUMORS OVERHEARD ON THE SPOOL


1. Rostrum Corporation has discovered an ancient deadly weapon in the depths
of the earth and they plan to use it on their enemies after field tests.
2. The dam collapse was sabotage, and the marines blame the colonists.
3. The Rostrum head scientist can no longer travel to the Core Worlds due to acts
of scientific immorality.
4. Rostrum Marine Corps and RLab are rumored to be intensely at odds, there having
been incidents of internecine conflict on other expeditions.
5. Colonists have complained of headaches, extended periods of confusion,
and falling unconscious then waking up in strange places, with no memory of
how they got there.

11
ARRIVING IN BANQUO SPACE
THE CREW RECEIVES THE FOLLOWING DISTRESS SIGNALS, ALMOST SIMULTANEOUSLY,
WITH DIFFERENT POTENTIAL LANDING SITES.

SOS signal with coordinates of a Rostrum HOW THE RESONANT AND


Corporation landing pad at the ROSTRUM INFRASOUND FUNCTION
FORWARD BASE (PG. 23).

A crisp audio signal: ‘Mayday Mayday THE RESONANT is a microscopic organism


Mayday! 48.3295° N, 74.1313° W. Rostrum found in Banquo’s coral and crustacean-
Corporation urgently requests immediate encrusted caverns. It evolved to defend
assistance under Galactic Corporate itself using infrasound to alter and
Mutual Profit Agreement 222. Rostrum control larger creatures in its limited
will reward any rescuers per statute sphere of influence, but has lain
stipulations.’ dormant for centuries. The dam’s failure
exposed and disturbed it.
SOS signal with coordinates to the
landing site near THE COLONY (PG. 18). In this adventure, infrasound is
low-frequency noise only sometimes
Muttering ‘Is this thing on?’ faintly detectable by humans and androids.
before the message begins ‘SOS! To determine if a PC hears or feels its
Rostrum Colonial Outpost 7 requests vibrations, the Warden should call for
immediate assistance. Location coordi- Intellect Checks (if actively seeking
nates 47.9727° N, 74.4204° W.’ The info) or Body Saves (if passively moving
message then repeats. through) in areas where the sound-
waves are being amplified. Successful
PCs feel intense pressure on their
FIRST SENSORY internal organs or hear a deep, low,
IMPRESSIONS OF BANQUO crackling sound like an industrial site.

Prolonged exposure to the infrasound


A home for some, a goldmine for others.
permanently alters bodies via carciniza-
A waking dread.
tion, which is when crustaceans
evolve into round, pinchy, crab-like
TERRAIN: volcanic rock mountains,
creatures. Creatures exposed to it,
weathered by the millenia into rolling,
including people, develop crab-like
moss-covered hills. Neon-yellow grass
features. The Resonant uses its ability
meadows surround groves of tree-like
to ward off potential dangers
coral structures and great rivers.
near where it resides deep beneath
RESOURCES: mineral licks, abundant the reservoir. Under the orders of DR.
fresh water. Ivory and bone from titanic CONSTANCE LEON, RLab scientists
sea creatures can be found half-buried amplified this sonically limited frequency
in remote valleys. to far beyond the normal range, to
secretly and nonconsensually test it
for potential military applications near
the Base and Colony.

12
RESONANT EXPOSURE
RESONANT EXPOSURE OCCURS FOR THE FIRST TIME WHEN THE CREW ACTS VIOLENTLY
TOWARD ANY CREATURE INFLUENCED BY THE RESONANT, MAKES THEIR FIRST PANIC
CHECK, OR ENTERS AN AREA WHERE RLAB IS AMPLIFYING THE RESONANT’S AUDITORY
SIGNAL. WHEN ANY OF THESE HAPPEN, THE ENTIRE CREW MUST MAKE BODY SAVES.
ON FAILURE, ROLL 1D5 ON THE PHASE 1 TABLE.

The crew can protect itself by using hearing protection, e.g., ear plugs and wearing
armor or a space suit over their internal organs. As the infrasound can eventually
alter them, physiological changes can only be undone by medical procedures which
may be prohibitively expensive for most crews.

SYMPTOM PHASES

PHASE 1 PHASE 2
1. VIGILANT: [+] on Speed rolls for the 1. FLIGHT: there are predators every-
next d10 minutes. where! [-] on PC’s next Sanity Save.
2. HEADACHES, VOMITING, AND NAUSEA: They rush from the nearest perceived
[-] on Body Saves for the next 2d10 danger, suffering 2 Stress.
minutes. 2. AGGRESSION: PC must violently
3. SLEEPY AND LETHARGIC: [-] on Speed confront their enemies in combat,
Checks for the 2d10 minutes. and their companions immediately
4. CREEPING TERROR: [-] on Fear Saves suffer 2 Stress witnessing this.
for the 2d10 minutes. 3. CARAPACE: PC’s body hair begins
5. IT GETS WORSE!: Roll on the PHASE falling out and skin hardens like
2 TABLE. a crustacean’s shell. They suffer 2
Stress but gain +1 AP. Have them
describe where their shell grows.
4. CARCINIZATION: PC feels their bones
crunching and moving as a random
limb hardens, ending in an enormous
claw. They must make an immediate
Panic Check. They also gain [+] on
their next Combat Check and suffer
2 Stress.
5. DRONE MODE: PC sprouts antennae
and another crab-like feature of
their choice. They also suffer 2
Stress. Hand them a note reading:
SECRET CONDITION: YOU FEEL THE
CALL OF THE RESONANT DRAWING
YOU BELOW. DISADVANTAGE ON ALL
CHECKS WHEN IN THE PRESENCE OF
RESONANT CREATURES.

13
MAP
COLONIAL ROSTRUM
OUTPOST FORWARD
‘UNLUCKY 7’ BASE

THE DAM

LOCATIONS
WARDENS NOTE: THE CREW MAY ELECT TO TRAVEL DIRECTLY TO EITHER LANDING PAD
(ROSTRUM FORWARD BASE (PG. 23) OR UNLUCKY 7 (PG. 18), THOUGH WE HAVE
INCLUDED THE FOLLOWING OVERLAND TRAVEL PROCEDURES IF YOUR CREW IS
ESPECIALLY CAUTIOUS AND WISHES TO APPROACH FROM A ‘SAFE’ DISTANCE.

OVERLAND TRAVEL PROCEDURES

ROLL 1D10 WHEN TRAVELING BETWEEN HEXES.


1–3. Uneventful
4–5. Weather Event
6–7. Overland Travel Encounter
8–10. Weather Event and Overland Travel Encounter

1D5 WEATHER EVENTS


1. HEAVY RAIN soaks all but the most waterproof raiment. [-] on all Checks and Saves.
2. FOG ROLLING OVER THE MOORS limits visibility, concealing the crew from other
creatures and other creatures from the crew. [-] on Combat Checks.
3. BLAZING HOT SUN bakes down, unrelenting without shade. Crew must make Body
Saves or suffer 1 Stress.
4. OVERCAST SKIES, wind bends nearby trees, blows debris around. [-] on Body Saves.
5. CLEAR GREEN-BLUE SKIES allow visibility for miles.

16
1D5 OVERLAND TRAVEL ENCOUNTERS
1. A shoddy Rostrum-issued tent in a clearing, loud wheezing emanating. An injured
marine, ALFRED BASTION, fatigues torn, left forearm a pale green crab claw, calls
out ‘Can you help me? I can’t make this stop! Do you know how?’ If calmed they
provide intel on the ROSTRUM FORWARD BASE (PG. 18).
2. A skittish colonist, MARILEE (C:25 I:40 W:2(20)), hides in a tree from a large ACID SNAIL
(C:30 SPIT 1D10 DMG I:30 W:1(25) PG. 44) that has left a slime trail around the trunk.
They whisper ‘Can you get that away from me? I’ve been here for two days!’ 1
They share extra earplugs and a chest protection vest if rescued.
3. 1D5 RLAB SCIENTISTS (C:20 I:60 W:2(15)) and a single MARINE (C:30 SMG 2D10 DMG
I:40 W:2(30)) repair concealed amplification devices, arguing and gossiping.
They demand documentation, the marine menacing with an SMG. If threatened,
they amplify the infrasound, causing immediate RESONANT EXPOSURE (PG. 13). 1
They have intel about the underground laboratory and DR. LEON (PG. 43).
4. A petite colonist, GUSTAV (C:25 I:40 W:2(20)), wearing coveralls, a hood, and over-
sized black goggles, stalks a green stag-like creature. They give a withering stare
as they take aim at it with a composite bow. They know a trail to avoid RLab, and
desire news of the captured colonists.
5. Two colonists, NOELLE AND DAVID (C:25 I:40 W:2(20)), stumble in the vague direction
of the colony, collapsing. Signs of RESONANT EXPOSURE are prevalent, including
David’s right arm, which is a large, red crab claw. They are friendly. If escorted to
the colony, the colonists there will be more amenable in providing resources.

INTERIOR ENCOUNTER PROCEDURES

ROLL 1D10 when the crew enters a new room or when they are especially noisy.
1–4. UNEVENTFUL
5–7. OMEN OF AN ENCOUNTER
8–10. ENCOUNTER

IF AN ENCOUNTER IS INDICATED, ROLL 1D10.


• ON ODDS the encounter reacts positively to the crew.
• ON EVENS the encounter reacts negatively to the crew.

THEN ROLL ANOTHER 1D10.


1–4. The encounter is in a WEAK POSITION (injured, hungry, etc.) relative to the crew.
5. WARDEN’S CHOICE of 1-4 above or 6-10 below.
6–10. The encounter is in a STRONG POSITION relative to the crew.

THE WARDEN IS ENCOURAGED TO POSITION ENCOUNTERS so that violence is not the


only outcome. The majority of creatures are struggling and open to negotiation.

17
ROSTRUM CORPORATION COLONIAL OUTPOST 7
AKA ‘UNLUCKY 7’
SITTING ON THE EDGE OF THE CREVASSE, THE REMAINS OF A FRESH START.

Harsh wire fencing surrounds makeshift buildings constructed from steel transportation
containers, linked together by rough welds and no small amount of grit. This settlement
houses 50 people and includes a town square, agricultural area, pub, and trading post.
THERE IS NO POWER AT THE CURRENT TIME.

ENTRANCE TOWN SQUARE

Signs of recent violence include a few Benches roughly hewn from local
hastily-repaired doors, bullet holes, wood and scrap metal, the town well,
and blaster marks. Most homes have trampled lower beds.
a rain catchment system and plants
growing in steel cans and other LARGE COLD FIRE PIT with bits of infra-
improvised containers. Eyes peer out sound amplification technology and
of windows, and threadbare curtains unfamiliar machines melted beyond
are quickly pulled shut. The entrance repair. Half-full containers of gasoline
gate is guarded by an elderly woman and propane nearby. The entire area
sitting in a rusty folding chair on the reeks of gas and char.
roof of a container, rifle at the ready.
ISABEL sits on a bench whittling soap.
MINNE (C:25 I:40 W:2(20))
APPEARANCE: Tall older woman with ISABEL ‘IZZIE’ (C:25 I:40 W:2(20))
weathered skin, covered in stick-and- APPEARANCE: Elderly, short, fat with
poke tattoos of old union slogans and curly white hair, cropped short. Carries
an enormous phoenix on her neck. a long rifle she also uses as a walking
Long, thick black hair in a no-nonsense stick. Exudes authority and reliability.
braid. Eminently calm.
DRIVE: Keep the town safe from those DRIVE: Rescue the colonists, maintain
who would do it harm. Fiercely loyal to the stability of this settlement.
Isabel, but a bit insubordinate.
DEMEANOR: Wary at first, but becomes
DEMEANOR: Antagonistic and rude to friendly if she doesn’t perceive a
outsiders. Raspy voice, suspicious gaze. threat. Warm voice.
WANTS RIGHT NOW: A goshdarn cold WANTS RIGHT NOW: To know if the crew
glass of milk and a warm cookie. Also, is going to bring the colonists more
someone to get those colonists back trouble—they have plenty enough.
from wherever the marines took ‘em. To know what’s happening at the DAM
(PG. 30) and for the power to come
back on. Long term goal is to get
herself and the colonists offworld.

18
PUB AGRICULTURAL AREA

Little more than a crude metal shed Inside the greenhouse are vegetables,
with stools and a few taps, empty mostly broccoli, kale, and other hardy
except for MALLORY (C:25 I:40 W:2(20)), brassicas, grow in neat rows under
a bored young bartender with thick stark lights. The air smells faintly of
glasses who is absentmindedly wiping fertilizer. Spades, garden tools and
the counter. There’s a faint but audible bags of fertilizer are stashed neatly in
perpetual drip from the sink. Serves a tool shed.
moonshine and local brew of question-
able quality. Out back: a crudely Outside the greenhouse are raised
spray-painted mural depicting a giant beds and rice pads and a water pump
crab wearing heavy boots. that squeaks but produces water that is
pure, cold, and clear as glass. Repairing
the Greenhouse roof is an android.
TRADING POST
LOR (C:25 I:40 W:2(20))
A long hall with tables where colonists APPEARANCE: Holds a hammer in their
trade odds and ends. The marines and left arm, which shows signs of several
RLab used to come, but haven’t since skin graft repairs, metal exposed at the
the RESERVOIR (PG. 39) collapsed. elbow. When they move their joints make
Large sign: ‘All trades are final. No sputtering and metallic clanking sounds.
fighting inside. No exceptions.’ A lone
elderly man, RAY (C:25 I:40 W:2(20)), DRIVE: To be a good helpful community
salt and pepper hair, wearing a thread- member and make this fresh start stick.
bare mustard yellow sweater, sleeps in DEMEANOR: Elegant and proper speaking
his metal folding chair, with a table pattern. Long ago they served in a noble
covered in salvaged metal and tools. house in the Core Worlds, dedicated
He enjoys haggling and gossip. to settling matters of propriety and
manners. Skittish, jumps at unfamiliar
voices and sounds.
POWER STATION
WANTS RIGHT NOW: A repair and tune-
up due to recent battle damage. News
Tall metal fencing around a large of their friend, FERDINAND GASPAR THE
electrical tower, wires on utility poles at DAM ENGINEER (PG. 36).
even intervals on the way to the dam.

19
COLONIST GENERATOR

NOTE THAT MOST COLONISTS HAVE BEEN ABDUCTED AND ARE ENDURING EXPERIMENTATION.
We include the following tables if you need to create a non-named NPC in a pinch.

D10 FIRST NAME LAST NAME BEFORE THEY WERE A COLONIST


1 Aster Pyck University Student
2 Clem Ramirez Farmer
3 Alba Bolton Mechanic
4 Francisco Ephor Shepherd
5 Len (ny/nore) Sheaf Smuggler
6 Cole Bell Artist
7 Saffron Dulce Soldier
8 Mika Sallow Refresher Maintenance
9 Ephraim Pepper Investment Banker
10 Isidora Sevick Retired

D10 WHY THEY BECAME A COLONIST CHARACTERISTIC


1 Fleeing trouble. Constant complaining.
2 Paid to leave. Speaks in a whisper.
3 Has sought-after skill set. Boisterous and demanding.
4 Intergenerational poverty Warm and inviting.
5 Retired, bucket list. Snide and aloof.
6 Bored of old life. Curious and childlike.
7 Divorce. Worships authority and leadership.
8 Prove themselves. Hates authority, rebellious.
9 Resume padding. Magnetically pulled to danger.
10 Paying off an old debt. Helpful to a fault.
1D5 COLONIAL GOSSIP AND YARNS
1. ‘Gaspar the engineer, he’s sweet on that marine. What’s her name again?
I think they went on a date, but I never heard how it went.’
2. ‘We found weird vibrating machines and amplification devices around the edge
of town and underground in the root cellars. We took great pleasure in burning
them on a bonfire. The headaches stopped after that.’
3. ‘The new dam mechanic Jeanie sure is jumpy and keeps to herself.’
4. ‘That Dr. Leon and Commander Decker seem to be at each other’s throats. We were
just hoping they’d leave us out of it.’
5. ‘There’s a real nice android feller who helped out with Dam security, Ziggy?
They’re a good lad.’

21
22
ROSTRUM FORWARD BASE
SIGNS OF AN ORDERLY EXISTENCE DISRUPTED BY FIRE AND BATTLE.

A formerly-sturdy, high-end military base, recently heavily damaged, surrounded by


collapsing wire fencing. The facility is constructed of concrete and steel, shipped at
great cost from offworld. Inside the listlessly swinging front doors, the lights are out.
Everywhere are signs of battle and marine human remains (burnt, clawed, and
encrusted crustaceans). Remnants of a crashed shuttle have created a gap in the
base’s fencing. No guards stand outside.

CRASHED SUPPLY SHUTTLE

The hatch door lies on the ground, warped and melted


by fire. Inside, ash covers all surfaces, and the air
reeks of smoke and burnt plastic. The fuselage is
cracked in many places, leaking in natural light. 1

Inside is a narrow hallway running from the engine


room and cargo hold to the bridge, with a sleep cubby
immediately outside of the cockpit.

The cockpit contains a brown, imitation leather seat


repaired with haphazardly-placed metallic tape. Ship
controls are unresponsive. There’s one heavily-corroded
hotplate with a half-full coffee carafe resting on top,
somehow undisturbed by the crash. A pilot’s license
for Sgt. Clark lies burnt on the ground.

A dead pilot in a partially-singed pilot uniform lies on


the ground, nametag reads Sgt. Clark. His face has
begun to take on crab-like features.

The ship’s manifest lies on the floor, a cheap book


missing pages. Written over mundane log entries are
the words ‘My hair has fallen out. Skin is hard as a rock
now. My bones are moving and changing in the night.
What is happening to me?’ The text becomes more
difficult to read, and appears to be written in blood. 1

In the cargo hold are packages of dry goods, canned


peaches, beans, and a pulp novel The Courier Always
Knocks Thrice.

Concealed in a bag of rice is a plastic bag of 1d10 stim


tabs, often used by shipping lane pilots for long voyages.

23
ROSTRUM FORWARD BASE MAP

OBSERVATION TOWER

GROUND FLOOR

1 A VERTICAL
RESONANT NPC
EXPOSURE PASSAGE

24
FORWARD BASE GROUND FLOOR

1. ENTRANCE APPEARANCE: A youngish marine with


Steel doors, fire-damaged and loosely stubble lies sleeping, serene and warm,
hanging off the hinges. Previously their face in plain view.
barred from inside, the cracked steel DRIVE: Protect the Resonant.
security bar lies in pieces. A yawning
hallway extends east into the dark. DEMEANOR: Calm, poetic, and stilted.

WEST to exit. WANTS RIGHT NOW: Assurances that


the humans will leave their caverns
NORTH to QUARTERS (2). behind and cease their machine
EAST to hallway to ARMORY (3), MED thumps. Is open to negotiating but has
LAB (4) and FITNESS CENTER (5). no terrestrial desires.

STAIRWELL near end of hallway up ACTIONS: Can help or sound an alarm


to ATRIUM and GUARD STATION (9). to nearby Resonant creatures. Can
provide information—in an obscure
and confusing way—on Rostrum’s
2. QUARTERS amplification experiment.
Three rows of severe steel bunk beds.
Tucked in under crystalline, mother-of- Hidden under a mattress: Desperate
pearl-colored structures encasing a Heartbeats, a pulp romance novel, an
lower bunk is the RESONANT’S VOICE Apollo candy bar, and a pack of Lucky
(C:30 I:45 W:1(20)). 1 Stork cigarettes.
EAST to ARMORY (3).
SOUTH to ENTRANCE (1).

25
3. ARMORY 4. MED LAB 1
There are weapon racks here, grenades A glass process chamber is at center.
and guns missing, locks busted off Fleshy, shell-like growths encrust the
with a heavy object. Sheltering inside chamber interior, a throbbing mass. It
a locked gun storage cage is an is vibrating with pressure. If the PCs
android soldier, LEO (C:25 I:40 W:2(20)). interact with it it explodes, sending
glass shards flying and releasing 1D5
APPEARANCE: Slumped against the RESONANT DRONES (C:30 PUNCH
wall, leaking oil and fluids through 1D10+5 DMG I:30 W:1(10)) that attack
heavy gauze, holding a smart rifle, the crew.
wearing body armor.
The computer consoles are are all
DRIVE: To stay alive.
smashed, and scattered about are 1d5
DEMEANOR: Raspily laughing in the scalpels and 1d5 stimpaks.
face of death. Sarcastic with a dry
sense of humor. WEST to ARMORY (3).
s
WANTS RIGHT NOW: Healing and aid. SOUTH to hallway between ENTRANCE
s
If assisted, can help the PCs get upstairs (1) and FITNESS CENTER (5).
to the Commander.
KNOWS: The android Ziggy left for the 5. FITNESS CENTER
dam, ears covered and wearing body Treadmills in two rows of four and
armor, to rescue anyone remaining in weight racks, mostly empty, comprise
the building. this room, the weights scattered on
the floor. A rowing machine is nearby,
WEST to QUARTERS (2). with an aircraft cable pulled taut
around a PRIMORDIAL SCORPION (C:45
EAST to MED LAB (4).
I:50 W:1(30)) faintly moving, heavily
SOUTH to hallway between ENTRANCE injured, that flinches if approached. If
(1) and FITNESS CENTER (5). freed it is not aggressive, and will limp
away. It will, however, defend itself
from violence.

Under the Primordial Scorpion is a


workout log with journal entries listing
reps using various hand weights. The
name Lucy is written on the inside cover.
WEST to hallway to ENTRANCE (1).
SOUTH to hallway to MESS (6),
CLIMATE CONTROL (7), and SHOWERS
AND LOCKER (8).

26
6. MESS 7. CLIMATE CONTROL
Tables and chairs flipped into a barrier. The HVAC systems closet, the main
This is the site of a violent battle, with breaker is here, the power to all rooms
multiple downed marine bodies. switched off except on the upper floor.
The tight, noisy, uncomfortable vents
1D10 NAUTILUS REACHERS (C:30 SLASH can be climbed in to reach the UTILITY
1D10+5 DMG I:30 W:2(15)) scramble CLOSET (10).
around the kitchen, charging if disturbed,
across the ceiling and floor. 1 WEST to MESS (6).

s
EAST to CLIMATE CONTROL (7). SOUTH to SHOWERS AND LOCKER (8).
s

SOUTH to SHOWERS AND LOCKER (8).


8. SHOWERS AND LOCKER
Showers are functional, water runs
brown and then clear. In a locker can
be found hearing protection, dam-issued
chest protection vest, towels, and
military clothing.

NORTH to hallway to FITNESS CENTER


(5).

27
FORWARD BASE OBSERVATION TOWER

THIS AREA IS HERMETICALLY SEALED. Resonant effects cannot be experienced within.

9. ATRIUM AND GUARD STATION 12. COMMAND ROOM


A standard military checkpoint in Reeks of old smoke, MRE wrappings scat-
complete darkness. Two heavily- tered everywhere. ACTING COMMANDER
armed marines, AUGUST AND CASPIAN DECKER (C:50 REVOLVER 1D10 DMG I:45
(C: 30 SMG 2D10 DMG I:40 W:2(30)), W:2(30)) wearily puffs on an old soggy
hide here, disheveled, jumpy, inclined to cigar while he oils a dismantled battle rifle.
be unfriendly, and generally suspicious.
APPEARANCE: Looks and smells like
STAIRWELL down to the hallway on he’s been here for weeks.
Ground Floor.
DRIVE: Supremely uncreative, he is
WEST to the hallway to LAB (13). holding colonists captive and waiting
for rescue that may never come. Will
EAST to the hallway to UTILITY CLOSET
assist the crew if compensated and if
(10), BRIG (11), and COMMAND ROOM (12).
doing so also derails the experiment.
Hates Dr. Leon. Wants to reduce the
10. UTILITY CLOSET danger facing the marines to nil, and is
HVAC systems rattling on and off. Water hoping to make that happen.
heaters and filtration pumps hissing.
Janitorial equipment, including hearing DEMEANOR: Stoic but at the end of his
protection and protective body equip- stamina.
ment, hanging on hooks. WANTS RIGHT NOW: Some good news
and beef stew.
WEST to COMMAND ROOM (12).
ACTIONS: Can open the brig cells from
CLIMB into vents to reach CLIMATE the Command Room.
CONTROL (7).
WEST to hallway to LAB (13).
11. BRIG EAST to UTILITY CLOSET (10).
2D10 COLONISTS (PG. 20) are held captive
in a large cell, divided into two groups: 13. LAB
one concentrated on attempting to trick
the android guard into letting them 1D5 RESONANT DRONES (C:30 PUNCH
leave, the other focused on sleeping 1D10+5 DMG I:30 W:1(10)) standing
and worrying. calm and sleepy. If PCs enter they
bang on the glass, zombie-like. There
SPUR (C:40 SMG 2D10 DMG I:50 W:2(35)), is smashed equipment everywhere.
duty-bound but injured and supremely One drone, with the nametag Field
bored, stands guard. Scientist Julian Parsifal, both arms
crab limbs, has a silver keyfob. 1
NORTH to the hallway to ATRIUM AND
GUARD STATION (9), UTILITY CLOSET In a locked silver wall safe (keyfob
(10), and COMMAND ROOM (12). swipe) are research and Parsifal’s
personal journal of his graduate school
notes and suspicions about Dr. Leon.
THE DAM
A COLLAPSING FEAT OF ENGINEERING.

A tremendous steel and concrete dam bridges a great canyon with a river flowing
below. The edifice has giant structural cracks and emergency lights glow faintly.

This complex normally provides a reservoir and power for the colony, forward base,
and other structures. The collapse created structural instability and a sinkhole in
subterranean caverns. The reservoir has partially refilled in places.

Walls throughout are concrete and steel. Corridors are narrow, with low ceilings.
Lights are fluorescent and flickering with power surges. Security cameras in most
rooms show a steady red light, making it clear they are on and recording.

The crew can turn the interior power back on by rebooting the system in the DAM
CONTROL CENTER (8) or flip emergency switches in the TURBINE ACCESS ROOM (11).

There is an interior stairwell connecting the hallways between (3) and (5), (6) and (9),
and (10) and (12). Traversing this quickly is dangerous due to water (Speed Checks [-]).

30
31
DAM MAP

UPPER LEVEL

1
RESONANT
EXPOSURE

A
GROUND FLOOR NPC

VERTICAL
PASSAGE

LOWER LEVEL

32
GROUND FLOOR

1. FOYER 3. GALLEY AND CAFE


A Brutalist fountain, basin filled with Outside the walk-in fridge is a dead
cloudy, opaque water, contains 1D5 NAUTILUS REACHER (PG. 45). Inside the
ACID SCRABBLERS (C:30 PINCH 1D10 fridge is JEANIE (C:25 I:40 W:2(20)),
DMG I:25 W:2(10)), crustacean growths a dam mechanic from the colony.
wrapped around the base. They scatter
to (4) if water is disturbed, and descend. APPEARANCE: Broad-shouldered and
muscular middle-aged woman dressed
WEST door to the odor of rotting
in blue mechanic overalls over a hand-
food and a corridor to GALLEY (3).
knit sweater stained with oil and blood.
NORTH to exit. She stands tall but twirls a wrench in
her hands nervously.
EAST door to moist warm air, heats
up the ramp down to GENERATOR DRIVE: To live a quiet life, leaving her
HUB (4). past behind.
SOUTH to a wide open hallway to DEMEANOR: Gruff and suspicious,
ATRIUM (2), well-illuminated. a survivor.
WANTS RIGHT NOW: To not be alone,
2. ATRIUM AND ELEVATORS to make sure her friend and coworker
Fake plants and glass elevator tubes Ferdinand is alright. To get back to
are at center. One elevator with a stuck Unlucky 7.
door is hiding 1D5 ACID SCRABBLERS
(C:30 PINCH 1D10 DMG I:25 W:2(10)). 1 KNOWS:
1. The local gossip and drama between
WEST toward the odor of rotting the various factions, though it leans
food and a corridor to GALLEY (3). heavily on who is dating whom.
2. An android wearing body armor
NORTH to FOYER (1). saved her, but his ears were
EAST to a hallway that splits north wrapped so he didn’t hear her
to GENERATOR HALL (4) and south to 3. Ferdinand Gaspar is probably alive
LOCKER ROOM AND SHOWERS (5). in the Dam Control Center.
4. How to reset the power.
ELEVATORS (non-functioning) up
to ELEVATOR HUB (6) and down to NORTHEAST to FOYER (1).
ELEVATOR ROOM (10).
EAST to ATRIUM AND ELEVATORS (2).
SOUTH to hallway to LOCKER ROOM AND
SHOWERS (5) and internal stairwell.

33
34
4. GENERATOR HALL WEST to FOYER (1).
At the room’s center are three large INTERNAL LADDER climb up to WATER
generators (powered off) in a row, TESTING CHAMBER (9) or down to
running the length of the room. Manual TURBINE ACCESS ROOM (11).
reset is required on all three generators,
located in TURBINE ACCESS ROOM (11). GIANT HOLE in the wall leads to an
It is hazardous, very noisy, and could unsafe external climb up to WATER
draw attention. TESTING CHAMBER (9) or down to
TURBINE ACCESS ROOM (11).
There is a PA communication console on SOUTH to hallway to ATRIUM AND
north wall. Ferdinand in DAM CONTROL ELEVATORS (2) and LOCKER ROOM
CENTER (8) can listen in; if the group AND SHOWERS (5).
appears friendly, he will reach out.
5. LOCKER ROOM/SHOWERS
Puddles with chaotic wires running
thick across the room require delicate Subway tile covers the blood-spat-
navigation. On the dam computer tered, bullet hole-ridden wall. 1D5 ACID
console is a green screen with white SCRABBLERS (C:30 PINCH 1D10 DMG
text blinking, asking for a password I:25 W:2(10)) lie dead, one still wriggling.
(Hacking Check).
On the opposing wall is slumped a dam
mechanic in coveralls (nametag: Gerhart),
1D5 COMPANY EMAILS dead. In his pocket are his dam employee
credentials, a generator maintenance
1 Second Hacking Check: encrypted
manual, and a wrench. In his lap is a
safety notice about ear and
machine gun with an empty clip.
proper body protection, appears
to have been forwarded secretly
Inside a locker can be found work
from a Rostrum email.
gloves, welding mask, commemorative
2 Memo about hazard pay for pressed coin emblazoned with a wolf’s
dam repair. silhouette, Rostrum Complete Protein
Bar, alien cat poster.
3 Reminder from an irritated man-
ager about how to reset the power. WEST door to hallway with cooking
oil drenching the floor to GALLEY (3)
4 Security notice about securing and internal stairwell.
access doors.
EAST door to hallway to GENERATOR
5 No smoking notice. HALL (4).

If the power is turned on, the elevators


function and doors open on all floors.

35
UPPER LEVEL

6. ELEVATOR HUB 8. DAM CONTROL CENTER


The elevator requires a Strength Check The walls are covered in failing blinking
to open or power on. The interior is lights, switches and gauges. The east
coated with mollusk formations. If PCs wall is the control console. Chewing on
are behaving aggressively when the a pen cap nervously is dam engineer
doors open, the crustacean formation FERDINAND GASPAR (C:25 I:40 W:2(20)).
shoots 1 meter crustaceous spears
directly out the doors (Body Save or APPEARANCE: broken nose, black eye,
suffer 2d10 DMG). 1 cracked thick glasses. Carries a heavy
antique pistol he seems uncomfort-
WEST and SOUTH doors are locked, able with.
leading to the WATER TESTING
DRIVE: To go down with the ship, to
CHAMBER (9) and internal stairwell.
record what is happening.
EAST door to humming technological
DEMEANOR: Crass, suspicious but
sounds and the entry to the
honorable.
COMPUTER ROOM (7).
WANTS RIGHT NOW: To not be killed,
ELEVATORS down to ATRIUM (2).
for Lucy to be safe.
7. COMPUTER ROOM KNOWS: His crush, Corporal Lucy, went
The walls are covered with various below, sent by the Rostrum acting
technological device monitors, with commander to shut down whatever
noticeably blinking red lights in the was happening. Even if they didn’t
reservoir area. There is a PA mounted work out, she’s his friend and he wants
on the wall. The floor is collapsed at her to be safe.
the center, revealing a three meter
yawning pit before the door to the DAM WEST to COMPUTER ROOM (7).
CONTROL CENTER (8).
9. WATER TESTING CHAMBER
There is a large exposed HVAC duct to The door is locked, accessible via an
(8), banging and clicking and hissing internal safety ladder climb down from
coming from inside. 1D10 NAUTILUS GENERATOR HUB (4). The wall to this
REACHERS (C:30 SLASH 1D10+5 DMG room is completely shattered, a yawning
I:30 W:2(15)) attack the crew if they are chasm leading to a possibly dangerous
not careful. 1 external climb to the GENERATOR HUB
(4). Water holding tanks line western
WEST to ELEVATOR HUB (6).
wall. One tank is cracked open and
EAST to a locked airlock door to the empty, water flooding the floor.
DAM CONTROL CENTER (8).
Wires dangle overhead, sparking if
SOUTH to the hallway between
the interior power has been turned
ELEVATOR HUB (6) and WATER TEST-
on (Speed Check or suffer 1 Stress to
ING CHAMBER (9).
move through safely). An antique diving
suit is in a glass display case.

36
LOWER LEVEL

10. ELEVATOR ROOM 12. TUNNEL WORK STATION


Glass elevator tubes are at center. Inside the lockers here are a laser cutter,
hammer, ceramic statue, hearing pro-
WEST door to TUNNEL WORK STATION
tection, dam-issued chest protection
(12) and internal stairwell.
equipment, and aviator sunglasses.
EAST door to TURBINE ACCESS
ROOM (11). A dust-covered, deactivated miniature
construction robot, used as a canary
11. TURBINE ACCESS ROOM in the coal mine, sits on a table. It is not
Signs of sabotage here include the sentient, and roughly bowling ball-
wall being shattered as if by an sized and shaped. Hacking Check to
internal explosion. reactivate.
EAST to TURBINE ACCESS ROOM (11).
The turbine manual reset consists
of two switches that must be flipped WEST to ELEVATOR ROOM (10).
simultaneously, located below a turbine. SOUTH AND DOWN to the COLLAPSED
There is a 200’ climb down a precarious, RESERVOIR, the airlock-style door
shaking metal ladder to a small platform. blasted off onto the floor. A strong,
Crew must make a Strength or Speed dank aroma of moisture blows in.
Check to not fall off the shaky ladder.
Body Save or suffer 1 Wound on impact.

INTERNAL ACCESS LADDER up to


GENERATOR HUB (4).
WEST to ELEVATOR ROOM (10).
DANGEROUS, WET, AND WINDY
EXTERNAL DAM CLIMB possible to
GENERATOR HUB (4).

38
THE COLLAPSED RESERVOIR
Formerly an underwater cavern, the stone walls are encrusted with barnacle layers
molded into stalactitic, alien structures. Claw marks and blood trails lead further
into the depths. A strange cacophonous, atonal hum and heavy vibrations that
shake the crew echo against the walls and deep pools. The Resonant effects are
strongest and most aggressive here. This is a place to be generous when giving out
Stress and calling for Saves. 1

1D5 WANDERING ENCOUNTERS

1. Rostrum android ZIGGY (C:25 I:40 W:2(20)) runs the beam of a flashlight secured
onto a rifle over the crew’s faces, looking for signs of the Resonant effect. They
have giant, military-grade ear protection headphones on and kevlar body armor.
They are here to rescue colonists and Marines, and contain any further danger.
2. 1D5+1 ACID SCRABBLERS (C:30 PINCH 1D10 DMG I:25 W:2(10)), speedily crawling
on the ceiling toward the most aggressive PC.
3. TWO RESONANT DRONES (C:30 PUNCH 1D10+5 DMG I:30 W:1(10)), fully-encrusted,
confused and wailing, not aggressive, grasp the least martial PC in their state
of confusion.
4. A NAUTILUS REACHER (C:30 SLASH 1D10+5 DMG I:30 W:2(15)), slowly settles down
to rest, burrowing into a dank corner. It keeps an eyestalk focused on the crew.
5. TWO INJURED COLONISTS (PG. 11), stumbling and holding each other up while
vomiting, call out for assistance. They can provide intel on (6).

1
RESONANT
EXPOSURE

39
1. CHAMBER OF SONOROUS ECHOES 1 4. FIELD LAB
The walls, floors, and ceiling are The walls and floors are slick but less
covered by fleshy moist crustaceans, dangerous. A computer, wires leading
hanging like a chandelier. A cavernous to the south and a mass of monitors
hole echoes the distorted sounds of and gurgling equipment, is locked
gunfire and the Resonance’s infrasound (Hacking [-] due to wet conditions).
and forceful vibrations. At the center,
hanging over the hole in a military-style ON THE COMPUTER:
suspension harness, is CORPORAL LUCY • A desktop screen hider.
BAROS (C:30 I:25 W:2(30)).
• A video game about DOOM.
APPEARANCE: Barely breathing but still • Audio testing records denoting
alive, Resonant-exposed but friendly. subjects’ responses to audio
Rostrum uniform that has been bombardment and sound wave
battered by battle. Her body armor is vibrations.
heavily damaged.
• Testing site GPS markers: Colony
DRIVE: Desperately seeking someone and Dam.
to fix the situation.
• Controls for external Resonant
DEMEANOR: Capable soldier, questioning amplification equipment (requires
authority for the first time. Well-spoken, second successful Hacking to use).
hiding a posh accent, and far from home.
WANTS RIGHT NOW: To get down and to 5. VAULT OF VIOLENCE 1
eat something. Stalactites, unstable and sharp, hang
KNOWS: Colonists being held captive from the ceiling. Dressed in riot gear,
further inside the cavern. marine LIEUTENANT KYLE (C:30 I:25
W:2(30)), battered, slightly bleeding
Further in the hole, a deceased, bullet- and shaking, holding a grenade in his
ridden PRIMORDIAL CEPHALOPOD (PG. 45) teeth, is cornered by a fully encrusted
floats in the water. GIANT PRIMORDIAL SPIDER CRAB (C:60
CLAW 2D10 DMG I:60 W:2(30)).
2. GEYSER GROTTO
6. SONIC AMPLIFICATION CHAMBER 1
The walls and floor are visibly cracked,
water welling through. The weight of Moist stone encrusted with fleshy
more than two crew causes a geyser crustaceans has formed into a massive
to burst from the floor, awakening a throbbing growth at center. On the
PRIMORDIAL CEPHALOPOD (C:60 GRAB north wall, security monitors show
AND SLAM I:30 W:3(10)), its tentacle ROSTRUM FORWARD BASE, THE DAM,
movements jostling the cavern floor. and UNLUCKY 7.

3. POOL CAVERN
Crustacean coated walls, dripping
with slick oil. At the center is a pool,
inside of which is a submerged diving
suit, inside of which is a colonist, DANA
(C:25 I:40 W:2(20)), playing dead.

42
1D10 COLONISTS (PG. 11) are being held DR. CONSTANCE LEON monitors and
captive in a large subject isolation prepares to perform experiments on
chamber made of plexiglass and steel. the captives.
They show no signs of the Resonant’s
long-term effects though they appear APPEARANCE: narrow, severe sharp
deeply afraid. A computer lab station features, a ruthless military scientist
with experimental sonic controls is warped by Resonant exposure.
nearby. A successful Hacking Check
DRIVE: Monitor the Rostrum infrasound
will open the isolation chamber.
experiment, prove military application.
Destroying the amplification equipment DEMEANOR: Voice incisive and direct.
stops Resonant amplification effects.
WANTS RIGHT NOW: To dominate! She
Animals cease to be aggressive on the
will leave the colonists in the chamber
surface of Banquo, and after a day
alone because she intends to continue
or two the headaches cease. Body
her work after the threat is neutralized.
augmentations are permanent barring
medical care. ACTIONS: When threatened deliberately,
she blasts herself with infrasound and
transforms into the RESONANCE AVATAR,
sprouting crab limbs and hardening
into a carapace, except her human
face and arms are still there.

THE RESONANCE AVATAR

C:90 I:60 W:4(40)


As if a nightmare, a 10 meter tall green
creature, with six fiercely sharp crab-
like limbs, hardened carapace, and the
head and arms of Dr. Leon springs
forth. Blood oozes from where the
limbs erupted during transformation.

ELDRITCH CLAW: 1 Wound.


SCREAM: 2d10 DMG and immediate
Panic Check.
INFRABLAST: nearby wires issue forth
heat, burning for 1 Wound.
BEHAVIOR: primal and terrifying,
nightmarish calm followed by shrieks
of horror that shake the room, causing
the monitors to burst glass.

HAS TWO ATTACKS EACH ROUND.

43
BESTIARY

ACID SCRABBLERS ACID SNAIL

C:30 I:25 W:2(10) C:30 I:30 W:1(25)


Beagle-sized fleshy crustaceans that Half-meter tall snail with a pale green
skitter like millipedes, swarming and spiral shell, looks perpetually oily.
pulling down prey.
SPIT: 1d10 DMG, melts fabric.
PINCH: 1d10 DMG.
BEHAVIOR: large and slow, slides across
SWARM: coordinates as a group and the ground leaving an acidic slime trail.
pulls a larger creature down. Strength
Check [-] to escape.
COLONIST
ICHOR: Body Save or temporary paralysis
for 1d10 rounds.
C:25 AS WEAPON I:40 W:2(20)
BEHAVIOR: a scavenger, wants to physi-
cally overwhelm with sheer numbers,
prone to ambushing and fleeing.

44
MARINE PRIMORDIAL SCORPION

C:30 AS WEAPON I:25 W:2(30) C:45 I:50 W:1(30)


Obsidian, 2 meter tall giant scorpion
NAUTILUS REACHERS with viciously sharp tale blade.

POISON TAIL STRIKE: 2d10 DMG and


C:30 I:30 W:2(15)
Body Save or suffer additional 1d10
Nautiloid with long, thin limbs, skittering DMG from poison every round until
about like a spider. healed with a medkit or medbay.

SLASH: 1d10+5 DMG. CLAW: 2d10 DMG.

BEHAVIOR: fast and aggressive, seeks BEHAVIOR: Frightened, looking to escape


to immobilize and destroy quickly and but will defend itself if threatened.
mercilessly.
PRIMORDIAL SPIDER CRAB
PRIMORDIAL CEPHALOPOD
C:60 I:60 W:2(30)
C:60 I:30 W:3(10) Pale white, 4-meter tall giant crab with
Enormous, 9-meter long pale fleshy spindly long limbs and enormous, razor
giant squid with hardened crustacean sharp claws.
head and antennae.
CLAW: 2d10 DMG.
ENORMOUS TENTACLE GRAB AND SLAM: BEHAVIOR: like a caged animal, defensive,
Strength Check to escape or suffer strafing, with occasional spurts of
2d10 DMG. aggression.
SPITTING INK: obscures vision, all
actions in a 3 meter area are at [-].
BEHAVIOR: sleeps for long periods
of time, but when awoken seeks to
gather victims to feed itself before its
next great slumber.

45
RESONANCE AVATAR RESONANT DRONE

C:90 I:60 W:4(40) C:30 I:30 W:1(10)


From a nightmare, an enormous 10- Vaguely-humanoid-shaped stalkers
meter tall green creature with 6 fiercely with crab-like features.
sharp crab-like limbs, hardened
carapace and the head and arms of Dr. SCREAM: Fear Save or suffer 1d5 Stress.
Leon. Blood oozes from where the
WILD SWINGING PUNCH: 1d10+5 DMG.
limbs sprang forth in the transformation.
BEHAVIOR: no fear, no tactics. Shambles
ELDRITCH CLAW: 1 Wound. but shows brief instances of the
behaviors of the person they were before.
SCREAM: 2d10 DMG and immediate
Panic Check.
INFRABLAST: nearby wires issue forth RLAB SCIENTIST
heat, burning for 1 Wound.
BEHAVIOR: primal and terrifying, night- C:20 AS WEAPON I:60 W:2(15)
marish calm followed by shrieks of
horror that shake the room, causing
the monitors to burst glass.

Has two attacks each round.

46

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