Tuesday, June 16, 2015

Ghost Ship

   Ok a little background. Once upon a time I published an RPG magazine. Chief editor and contributor. Dead tree and free. Thats right free. I had and made friends at most of the gaming store around the area at the time. I distributed it through them. It cost me money, but I loved giving back to the community. Each issue had a monthly theme. Which I had recruited a bunch of people (from my gaming groups, FLGS, and online) as contributors, as well as myself. Article, adventures, and all kinds of ideas every issue.
   Issue #6 was all about 1930's pulp adventure. This is the adventure I wrote for it. I'm re-posting it here (re-posting is a little strong wording since it was published back in 09, but whatever). Hopefully you can use it or savage bits out of it for you own use. (Note, I'm gonna add a few notes here and there in red text. To clarify and point out somethings as needed. Opinions and thoughs do change a little after six years)

As per my normal modus operandi this adventure has been written fairly loosely to accommodate however a GM would like to run it. Not to mention to tailor it to a game system of their choice. I have written this adventure using the "Hollow Earth Expedition" RPG. A game specifically designed from the ground up for 1930's pulp adventure. I personally, highly recommend it. (Not so much any more. Its alright, but I personally have some issues with things.)
    The characters own and operate a flying boat service in the south China seas. They deliver supplies, equipment, mail, and passengers around the various islands. Any type of flying boat can be used. But I think a small to medium sized plane would work best. Something like the Grumman G-21 Goose (The flying boat featured on the TV program "Tales of the Gold Monkey".), a Hall PH3, Consolidated PBY Catalina, or a Ford Trimotor equipped with floats. Depending on the size of your group of players a Martin M130 "Clipper", or Sikorsky S-42 could be a good choice. Although I personally feel they are a little large to be island hopping supplies. But they are definitely not out of the realm of possibilities. (Personal opinion time, the Grumman G-21 Goose is pretty much the sweetest pulp flying boat there is.)
    Any type of character archetypes can be appropriate. At least one of the characters needs to be a pilot of some sort. But any archetype can work. Mercenary, Adventurer/Explorer, Fortune Hunter, Business Man, or Dare Devil just to name a few.
    On a routine flight the characters spot a tramp freighter in distress. It is flying an SOS signal flag and smoke wafts from the fore deck of the freighter. It appears to be a Dutch freighter named "Petronella". On closer inspection the characters will notice all of the life boats have been launched.
    Upon landing and boarding of the ship, they will confirm the ship is abandoned. A pile of wet smoldering crates emanate whiffs of smoke from the foredeck. The ship seems well used but in decent shape. The ship is marked with signs directing one to important compartments such as the bridge, engine room, radio room, and galley. The majority of the cabins are in quite a disarray. Some of it looks like a rushed gathering of the crews things. While there also appear to be signs of violent struggles, indicated by spatters of blood, and a few shell casings of several firearms. (To be specific, several .38 specials, and a few .32 autos.)
    Once reaching the Captains quarters they will find an item of interest. The log of Captain Nikolaas Giksbert, which reads as follows. The log speaks of a fairly uneventful voyage, until this entry.

Aug 22, 1938
    We had a spot of engine trouble, leaving us adrift. While the ship was under repair I saw the creature crawling over the side. I immediately raised the alarm. I gave orders for the men to capture it. A decision I regret now. As it cost the life of Mr. Anthony the Bosun, and injured two seamen. The men capturing it, chained it and secured it in the forward hold.
    It's a tall scaled beast that walks like a hunched over old man. It possesses great bulbous yellow eyes, a maw full of sharp teeth, large clawed hands, and webbed feet. Immensely strong, it's taken the strongest chains we had to bind it. If we can get the engines running we can bring this thing to port. It will mean a fortune for us!

Aug 23, 1938
    The men are near mutiny. The creature has escaped the forward hold rampaging below decks. No one dares go below to repair the engines. As the beast has killed one of the engineer stokers. The beast managed to destroy the radio on a venture to the upper decks. Fortunately, it seems to dislike sunlight, bright light. So it quickly retreated to the holds. Fearful of it the crew has armed themselves with what ever they could find, including a couple small pistols one of them smuggled on board. In other circumstances I would seek to punish bringing firearms aboard this ship. But I dare not try to disarm them with the creature aboard.

Aug 24, 1938
    I've lost control of the crew. They started a fire on the fore deck and fled the ship in the life boats. I managed to put out the fire. But the beast stil
The captains log ends in mid sentence.

    The next area of interest is the galley. They will hear noises emanating from one of the cabinets. Opening it will reveal a portly Chinese man named Chin. Chin is the ships cook. He will recount a similar story to the captains log. Except he will refer to the monster as a dragon. Chin was knocked down and beat up by the crew as they raided the galley for food, they took on the lifeboats. So he missed his chance off the ship. So he's been hiding in the galley ever since.
    If they explore the ships holds they will find an array of tools and machinery being transported. Pretty mundane stuff, like hand pumps, saws, and hammers. But there is one unusual commodity. A row of thirty-one coffins. If the characters were to pry open one of the coffins they will find a big surprise. The coffins are full of gold bars.
    If they decide to leave the ship they will find that their plane's engines will not turn over. The characters are stuck until they can repair the plane.
    Of course the whole time they are on the ship they should be menaced by the creature, or creatures. As there may be more than one. The GM should use as many as he deems fit. Regardless though, if a creature or creatures  are wounded they will retreat. They are not suicidal.
    Meanwhile the Japanese Imperial Navy has picked up the freighters crew. When abandoning the ship the crew took one of the coffins full of gold. The Japanese quickly discovered this, prompting them to "question" the crew about their ships cargo. So the Imperial Navy dispatches a flying boat to secure the ship. Their mission is two-fold. Capture the creature for further study, and more importantly secure the gold. Until a ship arrives to tow the "Petronella" to a Japanese port.
    The characters will see a Japanese flying boat land and crew members board the ship. They will not be openly aggressive to the characters, unless provoked. In fact, they may be very helpful offering to help repair their plane. They may also recruit the player to help hunt down the creature. They will claim to be there to capture the creature (which is true), and secure the freighter. Until a ship from the Imperial Navy can arrive to tow it to a safe harbor.
    Of course if the characters mention the gold the Japanese will try to eliminate them. This might be outright combat, or set the characters up to be dispatched by an "accident".
    The Japanese flying boat is crewed by 9 men. They will leave 2-3 on the plane, landing 6-7 on the ship. (Make the landing party appropriate to the charactes party. If your running this with only say two players 6-7 bad guys might be to many. Depends I suppose on the parties players, make-up, and what not.) When they board they will bring two long wooden boxes. One contains six gas masks, the other contains six gas bombs. They obviously plan to use these to capture the creature. They also have brought four, Arisaka Type 38 rifles to supplement the aircrews standard issue pistols.
Here are stats for vehicles, creatures, and items not listed in HEX books.
Grumman G-21 Goose
Size: 4, Def: 4, Strc: 14, Spd: 180, Han: 0, Crew: 2 Pass: 8, Cost: $30,000
    An amphibious aircraft (flying boat) was designed as an eight-seat "commuter" plane for businessmen. Envisioned as corporate or private "flying yachts" for Manhattan millionaires, initial production models normally carried two to three passengers and had a bar and small toilet installed. As well as being marketed to small air carriers, the G-21 was also promoted as a military transport.
Kawanishi H6K
Size: 8, Def: 4, Strc: 20, Spd: 200, Han: -2, Crew: 9, Pass: -, Cost: $300,000
Armament: 4, Type 97 Machine guns (use stats for Type 96) 1 in the nose, 1 in the spine, and 1 in each waist blister. 1, Type 99 20mm cannon mounted in tail turret. (Use stats for light cannon.)
    The Kawanishi H6K was an Imperial Japanese Navy flying boat used during World War II for maritime patrol duties. The Allied reporting name during WWII for the type was "Mavis", the Navy designation was "Type 97 Large Flying Boat"

Gas Bombs
Dmg: 8N, Str: 2, Rng: 25 ft., Cap: -, Wt: 1 lb., Notes: Area Effect
    The gas bombs are glass bottles sealed with a stopper, containing a clear liquid. That when the bottle is broken open bursts into a misty cloud of anesthetic gas. Knocking out (hopefully) the target.

Deep Dweller
Archetype: Beastman
Motivation: Survival
Style: 0
Health: 8


Primary Attributes                                                                                                       
Body: 4
Charisma: 0
Dexterity: 3
Intelligence: 1
Strength: 5
Willpower: 3
Secondary Attributes                                                                                                  
Size: 1
Initiative: 4
Move: 8
Defense: 6
Perception: 4
Stun: 4


Skills
Base
Levels
Rating
(Average)


Athletics
5
3
8
(4)
Brawl
5
3
8
(4)
Melee
5
3
8
(4)
Stealth
3
1
4
(2)
Survival
1
5
6
(3)
Talents                                                                                                                                  
Giant (+1 Size rating)
Strong (+1 Strength rating/maximum rating) 
Resources                                                                                                                            
None
Flaws                                                                                                                                     
Primitive
Weapons
Rating
Size
Attack
(Average)


Bite
1L
-1
8L
(4)L
Claw
1L
-1
8L
(4)L

Japanese Aircrew man
Archetype: Soldier
Motivation: Duty
Style: 0
Health: 5


Primary Attributes                                                                                                       


Body: 2
Charisma: 2
Dexterity: 2
Intelligence: 2
Strength: 2
Willpower: 3


Secondary Attributes                                                                                                     


Size: 0
Initiative: 4
Move: 4
Defense: 4
Perception: 5
Stun: 2


Skills
Base
Levels
Rating
(Average)


Athletics
2
2
4
(2)
Brawl
2
2
4
(2)
Firearms
2
2
4
(2)
Intimidation
2
2
4
(2)
Melee
2
2
4
(2)
Pilot (Aircraft)
2
2
4
(2)
Gunnery (Machine gun)
2
2
4
(2)


Talents                                                                                                                                  
Iron Will
Resources                                                                                                                            
None
Flaws                                                                                                                                     
Intolerant
Weapons
Rating
Size
Attack
(Average)

Nambu 94 Shiki Kenju Pistol
2L
0
6L
(3L)
Arisaka Type 38 Rifle
3L
0
7L
(3+L)
Bayonet
1L
0
5L
(2+L)
Bayonet (Fixed)
2L
0
6L
(3L)
Punch
0N
0
4N
(2N)

Some notes. I've successfully run this little adventure in a different system. It worked out rather nicely. Oh, and before you say it, yes I totally ripped this idea off of a Jonny Quest episode. A key thing I find in this and any adventure is to use to power of description. I don't do a lot here. Being slightly pressed for space. (Isn't editing a bitch?) That and wanting to keep fro being to wordy. (Short and sweet as it were) But I think it is super important in setting the mood, setting, and action. 

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