DoW Stand-Alone Cinematic: The Lion's Den
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 a dramatic adventure. 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 III: The Lion's Den
DoW Stand-Alone Cinematic: The Lion's Den (Act III)
Overview
The USCM has lost contact with the small garrison that remains in Ariarcus colony on Kruger 60. A squad of marines is sent to investigate. On arrival, they realized they aren't the only ones who want to find out what's happened underneath Fort Nebraska. When they get there, what they discover is worse than they could have imagined.
Characters
The seven suggested PCs work well for this scenario. It can support larger (4-7) player counts and all the firepower you want to give them. They've got a rough road ahead of them.
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: Initially, the PCs can be largely on the same page and approaching the mission with various levels of enthusiasm. By Act III they might have different sets of priorities - escape, profit, follow orders, or destroy.
Replacement Characters: Once the characters enter the base they will be largely on their own. Casualties could be replaced by returning to the surface for reinforcements. There can also be a few survivors within the base; marines, maintenance, and scientific staff who found a place to hide during the outbreak. There can also be infected colonists who were alien-impregnated and then cryo-frozen as part of the Life Force research.
A few NPCs who could also join the party: Imre Botos, Marshal Hyram, Mallory Eckford, Jaell, Colonel Myers. Each of them comes with their own agenda and complications.
Intro and Hook
Initially, this worked out fine for Colonel Meyers and Project Life Force. An abandoned colony is a good place to have a secret bio-weapons project. Recently, there have been concerns that the UPP intends to seize the colony. And the USCM brass has been less than resolute about their willingness to defend it.
Non-Included Events
This story just focuses on the third act's events. It leaves out all of the following big events and everything that flows from them.
- AWOL Marines: There are no AWOL marines in this scenario.
- Oil Drop: No need for the big oil drop in this one.
- UPP Invasion: The UPP frigate Trakhni Menya will arrive in orbit at the start of Act II. It's there to complicate the PCs escape. The full UPP ground invasion isn't meant to be part of this scenario. Presumably, it'll take place after the PCs leave (and there are no marines left to oppose them).
Big Decisions
Additions and Changes
Mallory Eckford: In this version, Mallory was not involved with Life Force. She has heard rumors about it and is here to get some answers - and samples. Shortly after arrival, she can approach the PCs as a group or individually and try to convince them to work with her. She can offer money and other incentives.
Optionally Mallory has her own Mantis on the way with her "dog catcher" squad on board.
Acts and Events
Act I
- Setting and Introduction
- Arrival at Ariarcus starport
- Radio contact with LC Sandoval on orbital platform
- Meet Fei, Hyams, Botos at starport
- Welcoming committee knows about live sentry guns guarding base
- Guns have been firing at people outside the base and at something inside the base
- Meeting with Mallory
- Mallory Eckford tries to enlist one or more of the marines to help her secure the data and live "samples" from Project Life Force
- Approach the base
- Need to borrow vehicles or get rides
- Watched by Jaell
- Sentry guns fire on anyone she views as a threat
- Could sneak on through oil pipeline
- Enter the base and explore the North Bastion
- Ordered to access APOLLO
- Will need Col. Meyers keycard
- Marine bodies, coated in resin, impregnated with chestbursters
- APOLLO and Jaell
- Jaell will offer to assist marines - has own agenda
- Says power will need to be restored
- Stalked by xenomorphs
- 2 soldier xenomorphs are hunting on the surface level and SL1
- Characters might hear them and pick them up on motion tracker
- Can hit-and-run to stalk the PCs in the future
Act II
- Sublevel 1
- Possible fires in tunnel and motorpool
- Mostly quiet
- Trakhni Menya
- Lt Al-Shammari will radio the PCs and inform them that sensors have picked up a UPP frigate entering the system and on approach.
- Should he stay there with the ship or take the ship up into orbit to hide and wait?
- If he heads to orbit, he'll radio that he thinks he's been spotted and they've threatened to fire on him. Then the PCs will abruptly lose contact.
- Sublevel 2
- Flooded with radiation
- Reactor maintenance pits
- xeno drone
- packed with people and resin- chestbursters
- Reactor fusion tower
- Can restore power
- 3 hibernating xeno soldiers
- Ammo Depot
- Xenomorph charger
- Nuclear arsenal
- Leaking nuclear warhead
- Sublevel 3
- Loading Dock 03
- 4-6 soldier xenomorphs
- Creepy places with information and experiments
- Alien Containment Staging
- Medlab
- Quarantine Lab and Surgical Suite
Act III
- Colonel's on Ice: (p. 61)
- PC's find frozen Colonel Myers
- Myers' objective is to escape with "samples" to meet up with his Dark Void allies
- He will try and pull rank
- Does not want to return directly to Major Hatfield and central command
- Ms. Eckford's Dog Catchers (p. 52 Optional)
- Eckfords' commandos arrive
- Eckford can be working with Myers or trying to steal things for herself
- The corporate commandos can have captured the PCs ship and/or arrived in a ship of their own
- They can be an extraction option and/or obstacle
- Call the Elevator
- With the power restored and Col. Myers help they can override the emergency shut down and bring back the elevator
- Necessary if trying to escape via the orbital platform
- Jaell and the Colonel may or may not tell the PCs it contains an alien queen
- The elevator contains an alien queen
- 2 soldier xenomorphs
- 9 eggs (with facehuggers)
- 8 worker xenos (non-agressive)
- Deal with the Frigate
- The orbital platform still has functional rail guns
- If power has been restored, then the fort has rail guns as well
- The UPP frigate and the platform have been warning each other but haven't fired yet.
- The frigate also has dropships it can use to assault the platform
- Escape Plan
- The PC's ship and/or Eckford's ship might be able to slip past the Trakhni Menya to rescue the PCs from the orbital platform.
- The orbital platform might be crawling with UPP soldiers when the players get there
- They'll need to decide who and what is coming with them



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