DoW Stand-Alone Cinematic: Manhunt


The Destroyer of Worlds adventure contains an abundance of ideas and content. It has so much content that each of it's three acts can be expanded out into it's own stand-alone cinematic. The author (the incomparable Andrew E. C. Gaska) has suggested these could be run in a sequence - with each expanded cinematic leading into the next. That could work. But that's not what I'm exploring here.

In each of these series of posts, I'll be taking an act from DoW and providing guidance to run it as it's own story. Each will have it's own three-act structure and take the characters on some harrowing journey that they are unlikely to survive. Even these, more focused, cinematics will still likely take 3-6+ sessions to complete.


DoW Stand-Alone Cinematic: Manhunt (Act I)

Overview 

A somewhat rag-tag group of marines is assembled to hunt four AWOL soldiers in a largely abandoned and unwelcoming colony. Through their investigations, they realized the missing marines were mixed up with something more serious and sinister. The more they learn, the more they realize that, whatever this is, it shouldn't fall into the wrong hands. Their commanding officers want everything to covered up and all the loose ends eliminated.


Characters 

The seven suggested PCs work well for this scenario. It will probably work best with 3-5 players and they shouldn't need firepower support from the others. You can leave unselected characters out.

This could also work with a mixed, or even non-marine, group. Marshals, MPs, and other investigative units would be appropriate. The group could also be encouraged to be inconspicuous and run with less firepower and armor. 

Silva: Captain Silva is the only real Sin Eater in the initial group. In the third act, she'll be ordered to help eliminate the loose ends - including the other PCs. 

Dante: Dante should start the scenario infected and slowly come to realize she is likely to share same the same fate as the AWOL marines. In the third act, she can pop a chestburster and/or be a prize being pursued by Mallory (who can offer the possibility of survival as well). 

Chaplain: Under Jaell's influence, Chaplain will try and cover up any evidence of Project Life Force. In the third act, he'll join Silva in trying to eliminate everyone else. Or, you could leave Jaell out of this and leave the poor synth alone for once. 


Intro and Hook

The adventure's written intro works fine here. You could have people being pulled from their units on the way to action in 61 Cygni. Or you can also skip that and just say they are all just part of the remaining garrison at Fort Nebraska. 


Non-Included Events

This just focuses on the first act's events and so leaves out all of the following big events and everything that flows from them. 

  • UPP Invasion: The UPP don't invade the colony or bombard the fort in this version.
  • Oil Drop: The big act 2 oil drop doesn't need to occur
  • Life Force Outbreak: Projet Life Force is the source of our problems, but it doesn't break containment in this version of the story. Jaell and the Colonel keep it under control. 

Big Decisions


How Much Action: This scenario can be run as more of a noir investigation. It can also quickly become a series of set-piece action sequences. Think about the tone and pacing you're going for.

State of the Insurgency: Imre Botos and his insurgency have an important role to play. Consider how heavily armed and aggressive you want them to be. They might dislike the USCM but have no interest in fighting heavily armed marines. They might be more aggressive and willing to take on a small squad that is foolish enough to head out into the colony alone. 

Once the truth starts to come out, there might be opportunities and incentives for the insurgency and players to cooperate.


Additions and Changes

Mallory Eckford: In this version, Mallory Eckford does not have access to Project Life Force and is trying to get it. She has a contact in the science team but is desperate to get live samples. She is likely involved in orchestrating both the infection and escape of the AWOL marines. 

Mallory can be a silent observer in the initial briefing. And/or she can approach the PCs in the colony. Eventually, she'll get her own kill squad and "dog catchers." But they don't arrive until Act III. 


Escape Route: Eventually, the players will realize that everyone is gunning for them and be looking for a way to escape the colony. Options should include: Try hiding among the refugees on the Monygham. Convince Edie to smuggle them out on the Magpie. Mallory Eckford could have a ship at the spaceport, orbital platform, or outside the colony. Maybe they have another contact with a ship parked on the orbital platform. 

The players should uncover a few options, each with it's own complications. Be prepared for them to pursue one of these options. And you can always cut that one off and force them to find a plan B. 

Acts and Events

The following is a list of possible scenes and events for each act. They are listed in a rough order that they might logically take place. Scenes that are skipped in one act can take place in a latter one. Locations can be revisited as well. 

Act I

The marines receive their briefing and head out into the colony where they on confronted by protesters and insurgents. Their investigation takes them to the medical center and marshal station. They find two of the four missing marines and learn that something horrible has happened to them. 

Scenes and Events

  • Arrival and introductions
  • Mission Briefing
    • Afterward, Silva is taken aside by Major Hatfield and informed that there is a reason she's the only Sin Eater on the squad. When the time comes the Major knows he can count on Captain Silva to "do what needs to be done."
  • Enter the colony
    • Possible conflict with insurgents/protesters outside the fort (optional)
  • Eye of Oblivion (optional)
    • Edie, Bobbie, Fei
    • Insurgents: Petre, Mika
  • Meeting Mallory
    • Mallory Eckford introduces herself to one or more PCs
    • She mentions Project Life Force and warns PCs about it
    • Offers to help and provides contact info
  • Have You Heard the Word? (p 54)  (Optional)
  • Ambush (p. 54) (Optional)
  • Spaceport (Optional)
    • USCSS Monygham
    • HMS Magpie
    • 100's of colonists
    • marines
    • hanger incidents (p. 23)
  • San Rocco Medical Center
    • Fernando, med tech, Dr. Litvin
    • Carvalho - chestburster
  • Mashal Station
    • Olga, Dept. Mike Dodd, Marshal Hyams
    • Ivan Stolls
    • Reese - xeno drone 


Act II

Two of the missing marines have been found (dead) and clearly something horrible happened to them. The PCs need to find and assault the insurgent compound in search of the insurgent leader, a missing marine, and some answers. 

Scenes and Events
  • Oil Refinery (Optional)
    • 3-8 armed insurgents (no UPP)
    • The PCs could be lured into an ambush here
  • Insurgent Compound
    • Imre Botos
    • 5-10+ armed insurgents
    • Wojcik - Stage III Anathema - turns into Bodyburster Xenomorph

Act III

The surviving marines find or are contacted by Wright, the only AWOL marine still alive. Mallory's "dog catchers" arrive and are intent on claiming anything that came from Project Life Force. With all the missing marines found, Colonel Meyers orders Major Hatfield to clean up any loose ends. That includes eliminating the PCs. With everyone after them, the PCs have to find someone they can trust, and come up with a way out of here. 

Scenes and Events

  • Corporal Wright 
    • The group finds Wright
    • Can they trust each other?
  • Blizzard Conditions (p. 52 Optional)
    • A storm sweeps in
  • No Loose Ends
    • Silva is ordered to kill the rest of the group
    • A Marine Dropship is sent to kill the group (Optional)
      • Hatfield will have given any new marines a cover story
      • They need them to clean up those who know about Project Life Force without having the new batch of marines discover anything themselves
      • The PCs might be allowed to win over the other marines and lead them to turn on their superior officers. 
  • Under the Influence (p.61 Optional)
    • Chaplain may also try to kill everyone (including infected)
  • Eckford's Return
    • Mallory's dog catchers have arrived. They will offer to "rescue" the characters. If the offer isn't accepted, they'll hunt them.
  • Bursting with Joy (p.61 Optional)
    • Dante's chestburster could burst
  • Escape Plan
    • Find some way to escape the colony
      • Hide with refugees on Monygham
      • Escape with Edie on Magpie
      • Make a deal with Eckford or capture her ship
      • Find a friend at the top of the oil platform
  • Escape Plan B (Optional)
    • Escape plan A falls apart
    • Come up with a new plan


Comments

Popular posts from this blog

Alien: Dead On Arrival - One-Shot Cinematic

DoW: Aftermath and Lessons

Introduction