A-hole in
EM-04
ry
te
ys
M
the ground
an adventure by
david blandy
MAP OF OVERFORD VALLEY
Key
Entrance
Exit
! !
Hazard
2. 3.
Loot wide hillside tunnel complex
Location
1. 4.
Way Musty forest Deep in the hills
Hidden way
overford
!6.$ $5. abandoned mine
!$
! ! $
$
Credits Content Warning
Chris McDowall is the original creator of
into the odd is where it starts Contains: body horror, sex references,
Into the Odd (www.bastionland.com)
abduction, abuse, coercion, vivisection
Words by David Blandy
ART by Daniel Locke
Editing by IKO
Proof reading by Jimmy Shelter, David Garrett
Layout by David Blandy
!$ !$
Published by Copy/Paste Coop
Funded by 633 Kickstarter backers
A-HOLE in the ground
Hooks
* The Commune of Overford is broken. A child, Ren, went missing last week. Now
the engineer, Kat, is missing too. Rose, her lover, is distraught.
* The Bandits have new intel on the area, and offered a contract to liquidate
the newly revealed Noir Bunker. Roy Noir is believed to be ensconced deep
below, still scheming at the cyber-enhanced age of 326.
* The Hermit Eva has had visions of a roiling malevolence deep in the bowels of
the earth, a growing darkness consuming life. Tunnels and chambers spiral down
from a hidden entrance in the hills near Overford.
* Stumbling upon a mystery. As the malevolent hills loom overhead, the party
clears an overgrown entrance to a cave, to shelter for the night. One of them
happens upon a half-sealed opening to a fathomless pitch black tunnel, a hint
of warm putrid air seeping from within.
Area description
1. A musty forest covered in bioluminescent mould. A shepherdess is calling
for her lost ram. Ratlins are interested. Deep in the Ratlin burrow lies an
underground stream. 50 yards underwater to Area 4.
2. Wide hillside of swaying grasses, sheep & aurochs grazing. Inorganic footprints.
3. A complex of tunnels in the chalky earth, prone to collapse. A clear tunnel to
4. A partially caved in section leads to 6 if cleared with care. Engine grease
residue.
4. Deep in the hills, a metal door, set into concrete, partially ajar. Guarded by
2 large malfunctioning robots with broken weapons. Inorganic footsteps and a
putrid smell lead from the door within.
5. Abandoned mine, tunnels unstable. Clearing fallen rock reveals vast cave of
crystals, lit blue by effervescent rock. 1d3 Shards can be found, contain 1
Spell.
6. Commune of Overford. Wind turbines, jerry-rigged water purifiers, scrap metal
dwellings, a trading post, people wary but sincere. Rose, town rep, offers
advice and wry smile, before pining for her lost love, engineer Kat.
MAP OF the hole
8. 4.
1. 2. 3.
Foyer
rooms
Pool Room
1.
Kitchen
2.
Battery 5. 6.
3.
Gallery
4.
Library
5.
Roy’s Quarters
6.
The Bridge
7.
8.
7.
THINGS IN THE HOLE
loot crap
1. 1d6 fake bits of Juice. No effect 1. creeping fungus
2. Game boy color, no batteries 2. sliver of human bone
3. Swiss Army knife, perfect 3. used sex toy
4. vial of ectoplasmic fluid 4. gelatinous residue
5. 1d6 bits of Juice 5. corroded bolt
6. an Orb containing 1d3 spells 6. broken pistol (d6, backfires)
1. FOYER 3. KITCHEN
A replicant chef lies vivisected on a
Environment Environment
Neo-classical grand entryway covered with
formed of a cooking range, flames lit.
archaic corporate logos. white marble kitchen island. One wall is
Feature/Hazard On display above, a 12-foot narwhal tusk.
Floor trapped with collapsing tiles that
1d6 combat replicants turn from their
drop the unwary into Room 8 below, only Feature/Hazard
Roy Noir and his droids know the safe
path forward. d6 droids utter meaningless vivisection and attack the party.
Loose panels at the back of the range
command phrases (Be Lucky! Let’s go
Future! World Difference Execute!), attack
the party on sight, following safe paths can be removed to expose a noisome
across the room. Their weapons are all blocked sewage outlet, the base of the
dysfunctional from age. sewage system. The pipe can easily be
scaled to access Roy’s quarters, but not
The door through to the Pool Room has with heavy items or clothing.
been barricaded by all the huge primary
colour office furniture from this room, Loot
like a precarious mountain of Tetris If taken, the narwhal tusk is a bulky
contains a Shard that holds one spell.
blocks. Attempting to dismantle the weapon (d8), and rather unwieldy, but
barricade carefully will take some time,
otherwise it collapses (d3 STR damage).
Loot 4. Battery
Low-lit cylindrical chamber, lined with
Sofas in primary colours. Each has 2d6 ENVIRONMENT
glass pods, 2d6 contain a sleeping
ancient coins secreted under cushions.
8 HP, 10 STR, 8 DEX, 2 WIL, rusted
Rusted Droids human subject, one a sheep, wired into
weapon (d4)
the system; their life-force powers the
complex. Two are; child Ren; adult Kat.
The room is guarded by a large dark
Feature/Hazard
blue droid with eerily long arms and
2. POOL ROOM
A huge under-lit dank swimming pool a solitary slit for an eye. The Algo
Environment
casts a green light on the surrounding is a manifestation of the Artificial
marble columns. Intelligence maintaining the bunker,
Broken glass stairs wind upwards to
which has degraded into confusion and
Gallery. Discrete door at the back leads
delusion as the power ran low, and now
to Kitchen. Locked door leads down to
has some form of self-awareness. What
it longs for is release, the off-switch
the Battery, Roy Noir has the keycard. after centuries of drudgery. It feels
guilt, but doesn’t know how to resolve
d6 replicants of various gender
Feature/Hazard that feeling. If persuaded of the value
of freedom, will release those in the
presentations recline on loungers or pods, ensuring the total loss of power
languidly swim through the thick toxic to itself, and the complex. Its last
algae. All barely clothed, attempt words reveal way to the Bridge [room 8].
The ectoplasmic fluid acts as a healing
to seduce members of the party. If
Algo to arrive.
successful, enough time passes for the
salve, curing 1d6 STR on application.
6 HP, 1A, 16 STR, 10 DEX, 12 WIL, 18 HP, 3A, 18 STR, 10 DEX, 8 WIL,
Replicants Algo Sentinel
fists (d6) [Combat replicant, blade (d8)] Bludgeon (d12) Unit.
MAP OF the hole
8. 4.
1. 2. 3.
Foyer
rooms
Pool Room
1.
Kitchen
2.
Battery 5. 6.
3.
Gallery
4.
Library
5.
Roy’s Quarters
6.
The Bridge
7.
8.
7.
THINGS IN THE HOLE
loot crap
1. 1d6 fake bits of Juice. No effect 1. creeping fungus
2. Game boy color, no batteries 2. sliver of human bone
3. Swiss Army knife, perfect 3. used sex toy
4. vial of ectoplasmic fluid 4. gelatinous residue
5. 1d6 bits of Juice 5. corroded bolt
6. an Orb containing 1d3 spells 6. broken pistol (d6, backfires)
5. Gallery 7. Roy's Quarters
Walk into a 3 wall Holodeck of a Luxurious circular bed dominates the
Environment Environment
changing landscape, each with a room, which reeks of death.
holographic depiction of Roy Noir’s
leads to a grill behind the bed.
early life before the bunker, blathering The broken waste pipe from the kitchen
speeches to shareholders, expounding the
virtues of Martian settlement, purchasing
Roy’s corpse lies under an invisi-cloak,
a social media company, then warping Feature/Hazard
into hellish depictions of droid-abuse
visible is a small old bloodstain under
and depravity. alongside the bed. All that is normally
In one holodeck wall, a set of sliding
double doors are malfunctioning, opening replicant named Sami, will try to watch
his shattered skull. The culprit, a
and closing like gnashing teeth, unseen, hoping the corpse will remain
revealing the Library beyond. undetected. If it is, they will shout in
A photographic frieze of an island is
horror before moving to attack, but if
restrained will break down, fearing for
set just in front of the back wall, their life. Sami gained self-awareness
giving it the illusion of depth. recently, and felt trapped in a non-
consensual relationship, but is now lost.
3 droids cower inside the holographic
Feature/Hazard With compassion, will join the party.
Otherwise will fall into a blind rage,
scenery behind a vast photographic fighting until death.
frieze. May be willing to work with the
Under the bed are 3 solid gold bullion
party if they can promise safe passage Loot
bars, interesting antiques.
out of the bunker.
The frieze, though damaged, depicts an
Loot
island Roy once owned, before the hostile 8. The bridge
A circular room with a series of
takeover by Rouge Corp. Might have value ENVIRONMENT
to an archive of the Before.
shallow alcoves, each holding a strange
piece of chrome-plated technology or
6. Library alien artifact; some are vials with
Environment alien specimens inside. Some are alive,
glass. A door at the back leads up to
What was once an immensely ostentatious mandibles scraping at the thick circular
library of business manuals, ghost-
written autobiographies and wellness the Battery, normally only openable from
heaps of mildewed paper.
compendiums, is now nothing more than this side.
One side of the room holds a concealed
Feature/Hazard
control array, revealed by a switch. A
Tucked between two bookshelves, a spiral
staircase leads up to Roy’s Quarters.
panel in the control is the size of a
Feature/Hazard hand.
Most books dissolve to dust when touched.
If Roy’s hand is placed on the pad on
Loot
Inside one solid book is a locked
Loot
metal compartment, holding a master key
the control panel, the doors will lock,
true role as a interplanetary craft is
and ignition will begin. The complex’s
disintegrate. It’s a diary of the last
to the complex. Another book doesn’t
revealed, as it rises up from inside
few months by the replicant Sami [see the hill in a cascade of mud and debris,
Room 7] hovering over the valley of Overford.