DoW Stand-Alone Cinematic: The Storm
In this series of posts, I'm 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.
For this post we're looking at Destroyer of Worlds Act II: The Storm
DoW Stand-Alone Cinematic: The Storm (Act II)
Overview
A small squad of marines is part of the skeleton-crew garrison in a hostile, mostly-abandoned oil colony. They find themselves fighting for their lives when a UPP invasion force arrives. It seems like things can't get any worse. But they do get worse. Much worse.
Characters
The seven suggested PCs work well for this scenario. This scenario runs like a war movie. It can support larger (4-7) player counts and all the firepower you want to give them. It still won't be enough.
Dante and Chaplain: Dante shouldn't start this version infected and Chaplain needn't be subjected to undue influence from Jaell. We can give those two a break.
Agendas: This scenario doesn't lend itself to a lot of intrigue (until the end). But options include: a UPP-sympathizer, a PC that actively hates being a marine, a pal who's a local salvage or transport pilot, a townie with local contacts and friends in the colony, and/or a W-Y agent or contact.
Replacement Characters: Characters that die can be replaced with other marines. But they can be also be replaced with colonists or other involved folks. By Act III, the aliens may be the primary antagonists. UPP soldiers, insurgents, Imre Botos, and even Davydovich could align with the PCs. Naturally, they will also bring their personal agendas.
Intro and Hook
The adventure begins just before the UPP invasion. The PCs have been tasked with the capture of insurgent leader Imre Botos. We'll open with the attack on the compound. The PCs could be allowed to plan it. Or just dive into the action and open with them in the dropship on the way to the assault.
Non-Included Events
This story just focuses on the second act's events and so leaves out all of the following big events and everything that flows from them.
- AWOL Marines: There are no AWOL marines in this scenario. When the players raid the insurgent compound, they are just there to get the insurgent leader.
- Oil Drop or Project Life Force: Some version of the oil drop should occur and introduce an alien presence. If you're using the oil drop, then Project Life Force doesn't need to exist in the scenario. Another option is to replace the oil drop with tainted black oil from Project Life Force.
- Life Force Outbreak: Even if Life Force exists in the scenario, it doesn't need to bust out of control. Jaell and Col. Meyers can keep it contained.
Big Decisions
If both forces are relatively small, the PCs and marines should still be outgunned. But aggressive and lucky PCs might be able to thwart the invaders.
Additions and Changes
Acts and Events
Act I
- Setting and Introduction
- Mission Briefing (optional)
- Major Hatfield briefs the characters on the history of insurgency in the colony and introduces their leader Imre Botos. They plan the assault on the compound.
- Storm warnings (optional)
- Warnings of a coming snowstorm
- Insurgent compound assault.
- Imre Botos
- 5-10+ armed insurgents
- No aliens or Wojcik
- Orbital Bombardment
- Bombs fall from orbit onto the colony, particularly Fort Nebraska
- UPP Ground Forces Arrive
- UPP OX-440 HAMPV Troop Transports
- UPP MI-222 Krokodil VTOL Dropships
- Both are loaded with troops
- Starting at Oil fields and Spaceport
- Converging Fort Nebraska
- Moving to seize other key locations
- Insurgent compound
- Marshal station
- San Rocco Medical
- Orders from Major Hatfield (optional)
- PCs are ordered to scout the UPPs report with assessments
- If possible, PCs are to secure the oil fields (it's probably not possible).
- UPP on the Hunt (p. 56)
- Major Dayvoich, his synth squad, and some regular UPP soldiers race to the insurgent compound in their gunship.
- PCs should encounter them
- The battle should not be decisive
- Should be enough for both groups to get a personal animosity for the other.
- Synths can still be repaired after almost anything
- Dayvoich will be back
Act II
- Blizzard Conditions (p. 52 Optional)
- A massive storm complicates ground combat and dropship flight.
- Don't drink the Coffee (Optional)
- Only use with the Life Force black oil variation (OaW)
- PCs are contacted by a marine buddy guarding the spaceport
- Marine seems surprising cheerful despite the spaceport being overrun
- Warns players that Colonel Meyers has prepared a surprise for the UPP
- Hints that there's something in the water (and/or coffee) at the spaceport
- Dropship Down (p. 56 Optional)
- PCs dropship is struck and crashes
- My Sympathies (p. 56 Optional)
- PCs spot Fei with UAS sympathizers
- It Fissures ( p. 56 Optional)
- Buildings and streets collapse due to bombardment and/or oil-eating bacteria
- It's a Tank ( p. 56 Optional)
- A USCM heavy tank is about to be ambushed by UPP forces
- The Executions (p. 56 Optional)
- PCs find UPP soldiers about to execute colonists
- Falling Skies and Black Death (p. 56 - 59)
- Run this or Oil and Water - but not both
- EMP burst knocks out most electronics
- Dropships fall out of the sky
- Airbursts of black oil detonate over the colony
- Exposed people will turn into anathema
- Oil and Water (Optional)
- Alternative to Falling Skies and Black Death
- UPP soldiers and colonists exposed to black oil tainted water from spaceport start to convulse. Juvenile neomorphs burst out of them.
- Reports of chaos from the spaceport
- UPP dropships fall from the sky and neomorphs climb from the wreckage
Act III
- Table for One (p. 60 Optional)
- PCs encounter a lone anathema
- Can't See the Forest for the Trees (p. 60 Optional)
- A lone infected child wanders among the wreckage
- Remove petrified corpses with OaW
- Chaos at the Spaceport (Optional)
- The players may try to escape via the spaceport
- It's been overrun by infected people
- OaW
- There may also be uninfected UPP and mobs of colonists
- Also, infected people who haven't popped yet
- You might still want this to be a viable means to escape
- Maybe even a chance to evacuate surviving colonists on the Monygham
- Nebraska Under Seige (Optional)
- Fort Nebraska has been subject to UPP bombardment and attack
- Depending on the scenario it may also be suffering from the EMP and black oil infestation
- The Fort could be anything from an active war zone to a silent dead husk
- Safe Haven (p. 60 Optional)
- A crashed gunship exposes a pipeline leading to the fort
- Could be used to slip past anathema and/or UPP occupiers and slip into the space elevator
- Inhuman Monsters
- Sgt. Major Davydovich and his synth squad has survived any oil infestation
- They will blame USCM for whatever has happened
- Might be willing to parlay with PCs - seeking answers on oil infestation
- Can ambush or chase PCs
- Can be collecting oil samples and infected colonists and marines
- Will want a working dropship
- Load up "samples" to deliver to UPP Frigate Trakhni Menya in orbit over the colony
- If the frigate is unavailable they will head to the orbital platform and await extraction (with their prizes) from there
- If the players are trying to escape in the space elevator, there's potential for an elevator vs dropship race or battle.

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