stygian depths - adventure
TRANSCRIPT
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Scene 0: Introduction
Introduce players to the HEX system.Bonus Style Points:
Name of Ship - Captain
Name of Sub/diving bell - ProfessorSleeping Clothes all other PCsLocation: North Atlantic, 9 pm, September (30F)
Scene 1: Fire
Sights & Smell: Fire, smokeSounds: Fire Alarm, screams
Captain on deck make a Will Skill roll of 3 to regain conscience (automatically wakes up 2nd
round). Professor in lab thats on fire if PC automatically flips out give 2 style points,otherwise make him roll a WILL skill vs 3 or get delusional 1 style
All other PCs wake up in room smoke coming through under doors
Ship is on fire, radio is damaged, and radio operator and other bridge crew are dead.1
stround in cabin body roll of 1N (auto unless people want to roll)
2nd
round 3rd
round body of 2N4
th+ - body roll of 3N
Any movement though passageways require a body roll versus 3N (bonus to rolls: crawling,
wearing covers over body, wetted towel over mouth)
Fiance room room completely engulfed in flames 1N for entering room
Doors to crew quarters (excluding PCs) chained and locked
Once PCs get on deck, allow a perception check:2+ All lifeboats missing or damaged
4+ Notices a lifeboat being rowed away from ship5+ Lifeboat being going towards Nazi Sub
To escape ship, theres the diving bell/sub, but it needs to be maneuvered by crane to get in
position to be lowered. Sub needs to be powered up while being positioned, and most PC shouldtry to get in sub while its on the ship (ocean extremely cold, body roll vs 2N)
Engineer Skill roll of 3+ to get crane moving and lowered (if skill roll failed, all PC in sub take1N damage due to being thrown about)
While sub is being moved, Perception Checks: 2 outside sub or 4 inside sub to notice torpedoes.
To jump to sub, Athletics or Dex roll of 3 to jump on sub, 5+ to jump inside
Any PC outside sub when torpedoes hits take 4L REF DEF rollTo PC dismay, crane does not release sub and drags sub underwater
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Scene 2: Between the Devil and the Deep Blue SeaLight: Dim
Temperature Cool and getting colder as depth increases
As the PCs descend into the depths, Assistant and Engineer will discover that they cannot
release the crane. Allow them to make some rolls
As sub continues to dive, an NPC or if any PC decides to panic, requires to be subdued or will
try to open hatch.
As sub continues to descend let PC take perception checks: 2 see large fish scattering from sub;4 see giant squid coming towards sub. Squid attacks sub. Allow Engineer and Assistant to try to
electrify the hull (cumulative Engineer check of 10). Squid will start trying to open hatch.Strength rolls of 4 (allow up to 2 PCs) preventing opening of hatch each round. Once the hull is
electrified, everyone passes out.
Sub Equipment:First Aid kit
Flare gun 3 chargesCrowbar 1N melee weapon
RopeAir tanks
BatteriesRadio
AxeWelding torch
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Scene 3: For Whom the Bell ToilsSound: Intermittent Rining of a Bell
Temperature: Freezing inside bell; 90+ high humidity outsideHave PCs make Body rolls, wake up in order of roll.
1st
PC notices NPC who panicked is opening hatch, and before PC can do anything gets hatch
opens. Once the hatch is opened, a Pterodactyl reaches in and grabs the NPC out of the sub.
Pterodactyls start fighting over body and will attack any PCs that leave bell.
Let PCs fight for 2 rounds before help arrives. Then have the Hyperboreans arrive in their Air
Cars. One of them recklessly dives and crashes their air car. Let PCs save rescuer only todiscover its a young woman (the princess of the city) who is both infuriated and amazed by the
PC who saved her. Upon seeing the princess, the daughter, , has a psychic vision and tells theprincess, Im dreadfully sorry for your loss. We must hurry back to the city.
Hyperboreans indicate that the elders should be able to help the PCs sub and offer a ride to city.
PterodactylArchetype:DinosaurMotivation: Survival
Style: 0 Health: 12
Primary Attributes
Body: 6 Charisma: 0Dexterity: 4 Intelligence: 0
Strength: 6 Willpower: 4
Secondary Attributes
Size: 2 Initiative: 4
Move: 10 (5)* Defense: 8Perception: 4 (8)** Stun: 6Skills Base Levels Rating (Average)
Brawl 6 4 10 (5)Stealth 4 2 4*** (2)
Survival 0 4 6 (3)
Talents
** Keen Sense (+4 bonus on sight-basedPerception rolls)
Skill Aptitude (+2 Survival rating)
Resources
FlawBestial (Character cannot communicate or use tools)Weapons Rating Size Attack(Average)
Bite 2 L 10-2 10 L (5) L
Claw 4 L 10-2 12 L (6) L* Pterosaurs use their full Move rating for flying, and half their move rating when on the ground
*** Pterosaurs suffer a 2 Size penalty on Stealth rolls
1 2 3 4
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Scene 4: Any Landing You Can Walk Away From Location On air cars 30 high (3N for falls)
Sights Various Dinosaurs, prehistoric plants & animals, city and fence coming into view
The ride to the city is quick and exciting. The cars travel slightly above tree level and PCs see
an amazing collection of dinosaurs along the trip. All PCs need to make Athlethics/Dex checksof 2 not to start falling out. Anyone saving a falling PC needs to make an Athlethics check of 3+to grab PC and a strength check of 2 to pull PC in (if a 0 is rolled, saving PC begins to fall as
well)
Any attempt to lasso a falling PC requires a touch attack Active Defense (Char Dex) +1; PCneeds to make athletic/Dex check of 5-attack roll.
As you near the city, everyone make a perception check:
2 notices a T-rex is following aircar4 Notice faint explosion and smoke beginning to come from city
5+ Notice that the fence is starting to flicker and a slight vibration from aircar
As the PCs get closer to the fence, the vibrations increase and the aircar starts to plummet.Round 1 Above Tree Level ~30 high (3N for any falling PC)
For Aircar to stay afloat/control, a Str Check of 3 is necessary. Also, all need to make aAthletics/Dex Check of 2 to stay afoot
If
One car doesnt make save - Aircars collide, car that didnt make save is now headed straightfor fence. Everyone take 2- PD N Damage, Ath/Dex check of 3/5 for aircars made/didnt make.
Both cars dont make save - Aircars collide and all take 4-Passive Def (Straight Body) Ndamage and all are flung off aircars. Aircars strike fence in an immense explosion, leaving a gap
in the fence.
Anyone in an aircar that hits the fence takes (roll 1 die, on 1, 4L damage Active Defense; on 0,no damage). Anyone jumping from an aircar over the fence needs to make a Dex/Athletics of 3
to jump over fence and takes 1N from fall (height) (5+ no damage as PC is just so damn good),fail and take 2N for hitting fence structure; 0 and PC hits fence directly in front of aircar and
takes 2L + fence damage (if any). Any PC who performs or tries to perform this stunt gets Style.
If aircar is controlled, it lands roughly and everyone make a Athlethics/Dex check of 2 or take
1N damage.
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Scene 4.5 T-Rex Attacks
Tyrannosaurus RexArchetype:DinosaurMotivation: Survival
Style: 0 Health: 16
Primary AttributesBody: 8 Charisma: 0Dexterity: 4 Intelligence: 0
Strength: 8 Willpower: 4
Secondary Attributes
Size: 4 Initiative: 4Move: 12 Defense: 8
Perception: 6 Stun: 8Skills Base Levels Rating (Average)
Brawl 8 4 14 (7)Stealth 4 2 2* (1)
Survival 0 4 6 (3)Talents
Alertness 1 (+2 Perception rating)Skill Aptitude (+2 Brawl rating)
Skill Aptitude (+2 Survival rating)
Resources
None
Flaw
Bestial (Character cannot communicate or use tools)Weapons Rating Size Attack(Average)
Bite 4 L 14-4 14 L (7) L
Claw 2 L 14-4 12 L (6) LStomp 4 N 14-4 14 N (7) N
* Tyrannosaurs suffer a 4 Size penalty on Stealth rolls
1 2
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Scene 5: City of WondersSights: Amazing City with a variety of ancient cultures mixed together, explosion damage,
smoke, bodiesSounds: OccasionalMachine gun fire, crying
As PCs sneak through city, they arrive seeing the Hyperboreans are bowing towards aprocession of priests who are carrying an enormous crystal. The priest are walking towards thedocks
Perception check2+ People look shocked
4 All of the people are crying5+ Crystal seems to be radiating power
As the PCs approach, have an order shouted to halt if the value their queens life, to bring the
crystal to the docks. Stealth checks of 3 or better to get close without being seen. If the PCs areseen, the Hyperborean will attempt to capture them to trade for queen.
Upon hearing the PCs struggle with the Hyperborean, the Nazis will interfere. The PCs will
be taken to the SS Captain (the Fianc) Allow a brief gloating of how he used the PCs togetting here and how their contributions to the Party will soon be know the world over.
As the Nazis are leaving, the Fianc smiles, nods to a subordinate who executes the queen, says
to the PC I sincerely regret that I must break our engagement, and shoots the PC point blank.
If the doctor is not able to save the PC, have the Hyperborean bring out a healing crystal to savethe PC.
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Scene 6: Damned Nazis
As the Nazis sub departs they get to the outskirts of the lagoon when the sub stops.Perception Check:
2 the sub has stopped and a greenish mist is forming around it
4 it appears that some of the Nazi soldiers are fleeing the ship5+ it appears that the Nazis are being attacked by the SS Officers
The Hyperboreans indicate that they must get the crystal back. Plead to the PCs to help &blame them if they refuse. Give PCs a crystal that lights up when held by psychic which can be
used to power a ship.
Gives PCs a ship, for Captain to pilot ship needs a Pilot roll of 3. Sub is listing towardsstarboard side. When PCs arrive at sub, make Dex/Athletics roll of 3 or fall when get on deck
(slope and deck is slippery with blood). Any PC can make a Perception check of 3+ and find aLugar pistol(2), 5+ find aMP38 SMG(1) 2L for both weapons.
There are 2 entrances, front and crowning tower. The sub has a lot of damage. Hatches have
been pulled apart, gauges broken.Front Torpedo room bodies, body halfway torn in torpedo tube. Perception 3 Lugar (1)
Officers Quarters bloody footprints, Captains log, SS officers log including PCs mapsGalley Perception 2 - Cleaver 2L (2)
Radio Sound Room Smashed, can get radio componentsControl Room gauges broken, ripped maps, Perception 3+ to find 3 pieces of maps/charts,
Diesel Engine Room Smashed engines, Dex/Athletics roll of 3 or slip for 1N, See arcing ofpower in next room (Maneuvering and ElectricMotor Room)
Maneuvering and ElectricMotor Room Zombies are hidden, Crystal in middle of roomconnected to machinery & covered with Nazi Flag, Light radiating through flag & periodically,
lightning arcs in room, Per of 3+ to see zombies on opposite side of room, 5+ to notice zombiesat entrance to room. As soon as PCs attack or touch crystal, Zombies attack.
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ZombieArchetype: EverymanMotivation:Duty
Style: 0 Health: 6*
Body: 3 Charisma: 0
Dexterity: 0 Intelligence: 0
Strength: 4 Willpower: 3Size: 0 Initiative: 0
Move: 2 Defense: 2Perception: 2 Stun: N/A
Athletics 2 2 4 (2)Brawl 4 4 6 (2)
Melee 2 2 4 (2)
Stealth 0 2 2 (1)
Survival 0 2 2 (1)Talents
High Pain Tolerance 2 (Ignore wound penalties)
Bestial (Cannot talk or use tools)WeBite 0 L 0 6 L (2) L
Punch 0 N 0 6 N (2) N
* Zombies are immune to nonlethal damage and cannot be stunned. In addition, they mustconsume one point of living flesh per day or suffer a point of lethal damage due to rot.
SS Officer GrummanAlly 3Archetype: Spy Motivation:Duty
Style: 2 Health: 6Primary AttributesBody: 3 Charisma: 3
Dexterity: 3 Intelligence: 3
Strength: 3 Willpower: 3
Secondary Attributes
Size: 0 Initiative: 6Move: 6 Defense: 6
Perception: 6 Stun: 3Skills Base Levels Rating (Average)
Acad: History 3 3 6 (3)Athletics 3 3 6 (3)Brawl 3 3 6 (3)
Con 3 2 5 (2+)
Seduction 6 (3)Firearms 3 3 6 (3)
Intimidation 3 3 6 (3)Stealth 3 3 6 (3)Talents
Combat AptitudeResources
Rank 2 (Thule Society: +2 social bonus plus a bonus Resource)FlawsIntolerant (+1 Style point whenever his intolerance causes trouble)Weapons Rating AttackAverage NotesLugar 2 L 6 8 L (4) L
Punch 0 N 0 6 N (2) N
1 2 3 41 2 3 4
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