Escolar Documentos
Profissional Documentos
Cultura Documentos
/u/zombie owlbear
Location: Antarctica
Plot introduction
You are a team of experts hired as the rescue party
for a group of explorers with whom all contact ceased.
Their mission was considered risky by other scientists
because it didn’t take place during summer, and be-
cause of their apparent haste while preparing, so the
related institutions have refused to send an official
rescue party. ‘They knew the risks involved,’ they
H G
said, ‘and were aware no one could be sent to help them
if needed.’
However, a worried parent of one of the explorers is
willing to pay you your year’s income to go there and
rescue their child and everyone and everything else you
can. You have accepted their offer and are now on an
airplane to Antarctica.
Dread the Antarctic 3
About
I’ve been hosting popular d20 games for a while and I’ve recently discovered
Dread1 . I liked it so much that it became the system of the very first adventure
I’ve decided to properly write down and publish – this one.
Inspiration
• At the Mountains of Madness, story by H. P. Lovecraft
1
You can buy it or get the rules for free here:
http://dreadthegame.wordpress.com/about-dread-the-game/
Dread the Antarctic 4
Character Overview
This is the only public information regarding the characters and the only
thing the players know while picking them. Everything after this section is
considered to be spoilers, including the Story overview section on this page.
• The guard, 36, a Russian WWI veteran, here for security and manual
labor.
• The meteorologist, 22, amateur artist and the only one who asked to go
on this mission.
Story overview
The first part of the story deals with the flight to Antarctica and the crash of
both the passenger and the cargo plane. The second part is about exploring
the ruined camp site while fighting off a particularly nasty pack of wolves.
The third part is mainly about running away – whether from the madness of
the antediluvian temple, the (were)wolf pack or the teammates who have lost
their minds.
Dread the Antarctic 5
6. You like to loudly question things that seem suspicious. What’s the
most trouble you got into because of that?
10. Who does the geologist remind you of that makes you instinctively
trust them?
You are not really a doctor – you’re a veterinarian. The employer of this
mission knows it, but doesn’t mind it. You do have experience in treating
people and can administer basic first aid without difficulty.
1. You like to help people because a stranger saved your life during
childhood. What happened?
2. Since then, you’ve been immune to all diseases. How do you explain
it?
4. What will happen if you don’t pay off your debt soon?
11. What do you whisper to yourself when you need to calm down?
You are actually an alchemist. A laboratory accident made you age quickly -
you are actually 24 even though you look 50. Warmth exacerbates your aging
so this mission suits you perfectly, and this is also why you keep away from
sources of heat and wear thinner clothing. You brought several suitcases with
chemicals with you.
1. How come the study of chemistry wasn’t what you expected?
2. The first alchemy book you read was an epiphany. How did you
acquire it?
6. Physical contact with people harms you due to warmth. How do you
deal with it and what is the most difficult thing about it?
7. What’s the worst thing you’ve done under the influence of your con-
coctions?
9. Why did you take the knife out of the guard’s bag?
10. Why are you nervous every time you’re next to the geologist?
4. When did you come to realize no one will ever take you seriously
when it comes to the supernatural?
6. Why does the underground make you uncomfortable, and why don’t
you want it to be found out?
9. You wear an unusual amount of charms and amulets from all over the
world. How do you explain it to others?
10. Someone you deeply care about is on the lost Antarctica team. For
whom are you willing to risk your life?
11. Why do you think the guard is hiding his true intentions?
You’re the only person who has already worked for the employer, though the
team doesn’t know this. You know he does shady business, but you’ve never
asked about the contents of those crates that needed to be smuggled or why
certain people had to be silenced, and you’re not asking much about this
mission either. Your weapons bag contains: 2 revolvers (each loaded with 6
bullets), a rifle (10 bullets), spare ammunition (12 revolver bullets and 10 rifle
bullets), a hunting knife and a stick of dynamite.
1. Your family connections made it possible for you to not go to WWI.
How come you enlisted anyway?
3. You were an excellent team leader during the war. What do you do
to keep your men focused and their spirits high?
5. What’s the only thing in your life you’ve ever done perfectly?
9. Do you hide the thrill you get from adrenaline rushes, and how does
the thrill affect your attitude towards combat?
11. Who does the geologist subconsciously remind you of so that you
like talking to them?
A child from a rich family; you’ve never had to work and have pursued your
hobbies of astronomy and art. After a series of vivid and very impressive
dreams, you’ve started looking for a way to get to the place you dreamed
about. Somehow, you’ve come into contact with the employer and convinced
him to put you on the rescue team. The two of you have agreed to have you
posing as the team meterologist – the weather in Antarctica will hardly need
predicting.
1. You’ve studied the stars your whole life. What early experience bound
you to them?
4. You like to tell everyone about your art. What do you do?
6. What did all the men/women (your sex) in your family die of before
the age of 35?
7. This mission isn’t public, how did you find out about it?
Now you can ask for character descriptions and ting your bags off the burning cargo plane is
let them get acquainted. the toll for choosing not to pull.
The pilot has a few more things to say. The cargo plane was flying about 10 min-
First, he says that the safety procedure dic- utes behind them. It gets caught in the same
tates that at least one crew member must pass air current and crashes much worse, about
the basic piloting course. The players who 800m (2600 ft) away from them. Smoke starts
want to have to make a pull to remember it. coming out of it. Unbeknown to anyone, the
Second, he warns them it’s colder than planes were brought down by the supernatu-
they think; they need to keep everything cov- ral forces manipulating the winds. The players
ered at all times and smear with fat what they can get there in time for each of them to have
can’t cover, bursts of wind reduce the apparent a chance to get one thing off the plane – either
temperature a lot (wind chill), the only way to a bag or the unconscious and seriously injured
use the toilet is to use a bedpan indoors and crew (just the pilot and copilot). Getting any-
then spill the waste outside, taking a glove off thing off the plane requires a pull. A player
means you lose fingers, etc. Drinking alcohol could make two pulls to get another thing out
is also strongly discouraged. These links3 4 if it’s reasonable (e.g. if their bags are small).
may help you describe the weather, though However, all the cargo is heavily jumbled and
don’t use the exact terms unless a player’s an- fuel starts leaking heavily after everyone gets
swers specifically mention suitable knowledge. the first item out, at which point the entire
Lastly, he says touching anything with bare plane bursts into flames. The guard will prob-
skin will make them lose that part of skin. In ably get the weapons bag – but don’t let them
case any of the players have anything special have the ammunition bag. Being forced to save
in their answers regarding sleep (nightmares, ammunition will increase the tension. The
can’t sleep without alcohol. . . ), here is a good crew can be stabilized with a (single) pull, but
chance to tell them it’s time to sleep and that they’re too injured to go anywhere.
they’ll be arriving in the morning. Once the players are back, the pilot tells
In the morning, they’re over the Antarctic them they’ve crashed almost half an hour of
ice and the pilot tells them they should start flight, about 100 km (∼60 miles), from the
getting ready. While they’re getting ready, the camp. Give the players a minute or so to
pilot shouts a curse, the plane starts shaking, despair, after which the copilot corrects him
has a sudden drop in altitude as it’s caught in about being only 4 km (2.5 miles) from the
a strong downward air draft, and crashes. camp, which is reachable in about an hour.
Neither can make any definitive claims about
the state of the plane, and need to stay with it
Act 1 – The Crash
to check all the systems while the players ex-
Each player makes a pull to avoid serious in- plore. They point out they have no idea how
jury (like broken bones). After this is deter- they’ll get the landing gear out – in Act 3,
mined, each player makes a pull to retain con- the players will have to return with one of the
sciousness. The pilot and copilot are fine, and camp vehicles to help them get it out, or have
they immediately start dragging the uncon- a different creative idea.
scious people outside, after which they start Here is a good place to start dropping hints
checking the plane for fuel leakage. They de- about the nature of the problems. Say that
termine there’s no immediate danger. Do not although the sun is already low, the visibil-
allow the unconscious people to awake until ity will remain good since the ‘Moon is bright
the second crash has been resolved – not get- enough’ and ‘almost full’, and the white land-
3
http://en.wikipedia.org/wiki/Wind_chill
4
http://en.wikipedia.org/wiki/Climate_of_Antarctica#Weather_condition_classification
Dread the Antarctic 14
away after taking two serious blows or being supposed to drill there on the following day.
shot. Having it run away even after a seri- The drilling date matches the date when the
ous injury establishes how tough it is. After meteorologist’s dreams started.
the fight, everyone realizes it was actually a Three points of interest are outside the
wolf. The ‘doctor’ knows there are no wolves buildings. The closest to the Room 2 exit is
on Antarctica. a cabinet with personal belongings of one of
Room 2 was a study. Wolf howls become the explorers – the person who the geologist
louder the more time they spend searching the knew. It contains a diary, and, if appropriate,
room. The room contains two desks and some a photo of the geologist. The place where it
cabinets. The door leading outside (used to is found used to be the bedroom. It is best to
lead to Room 3) is on the opposite end of the have someone other than the geologist find the
room and is open, as the wolf ran out. Anyone photo.
trying to close it in a rush needs to make two
pulls: one to close the door, and the other to • ‘We drilled in several locations. The samples
agree with the professor’s theory, but we still
avoid being bitten by a wolf.
haven’t found it. Hard to get it right when
The players find research notes, the en- the landscape has changed so much.’
tries mostly brief and not particularly notable.
They concern the types of rocks that were • ‘Rock samples show we’re close. We can
barely sleep from the excitement.’
found. A recent entry mentions a fossil that
seems to be millions of years old. It’s an in- • ‘Run. Run without packing. May God help
sect similar in appearance to a scarab and is you.’
in one of the cabinets. The very last entry
is from a month ago, and it contains the lo- The second thing of interest are the many
cation of the next drilling site. It is about 2 boxes scattered around what used to be the
km (1.3 miles) from the camp and they were storage room. They are about 30 m (100 feet)
Dread the Antarctic 16
from the Room 2 exit. If the players take time targets because some of the charms the geolo-
to search them, they can find anything that gist wears are made of silver.
can reasonably be expected to be there. If they
grabbed a few boxes at random, at least one Act 3 – The Excavation Site
should contain explosives and other chemicals.
The players should get attacked by the wolves From this point on, sensitive or bitten players
while they are outside. should experience hallucinations frequently.
The third thing of interest is the ‘tractor’. Instead of snow, they see meadows, a river and
It’s a heavy-duty vehicle designed for hauling human figures dancing. They start to feel the
excavation equipment, parked about 40 m (130 urge to join the dance. Later on, they want
ft) from Room 2 exit. A box-like frame on to howl at the Moon. Both of these should re-
which drills can be mounted is attached to quire a pull to resist, or the player would have
its back side. Its fuel needs to be unfrozen. to spend several minutes doing what they feel
Four people can ride in the tractor. The play- like and being unresponsive.
ers should once again be attacked by the wolf Visibility is very poor and the landscape
pack. features only undisturbed whiteness until they
reach the site. There they see two vehicles,
While wolves can be temporarily scared
drilling equipment, blood and torn clothing
away by loud sounds (explosions, guns), flares,
and a hole leading underground. The hole
pungent chemicals and the like, they need to
was expanded with dynamite so some chem-
present a growing menace. The more time the
icals might (a pull) be found around the site
players spend indoors, the more the wolves will
as well, particularly if the players didn’t bring
scratch at the doors, howl, scratch at the win-
any. The same applies for the climbing rope.
dows, try to push the doors open and, finally,
The hole leads into an underground pas-
shake the building to bring it down.
sage. It used to be a river bed. Don’t tell this
Any indoor explosion will also detonate the to the players, just describe it. It curves a bit
room gas heaters and level both buildings (a while maintaining the general direction, and
pull to run away in time). sedimentary layers can be seen in the walls.
The wolves are intelligent and will employ After walking for a few minutes (in
tactics like attacking the buildings from both whichever direction they pick first) they find
sides, cutting off the escape routes or extin- an actual hallway perpendicular to the river
guishing long fuses for the explosives. They bed. Barring that, the river bed goes on for
will not attack the geologist if there are easier miles and miles with no other content. The
Dread the Antarctic 17
– doors were barred with desks, but those - can extinguish long dynamite fuses
are now pushed inside, traces of drag-
• ruined storage room
ging on the floor
– more sightings of figures through the – about 30 m (100 ft) from the Room 2
windows as the players search exit
– distant howling of wolves – cases with explosives and other things,
covered in snow
– large dog jumps and attacks the person
opening the door to Room 2 – the wolves attack whoever is outside
- runs away after taking two serious • personal diary (entries oldest to newest)
hits or being shot
– from the person the geologist knew
- after the fight, everyone realizes it’s
– has the geologist’s photo, if appropriate
a wolf
– ‘We drilled in several locations. The sam-
· the doctor knows there are no ples agree with the professor’s theory, but
wolves in Antarctica we still haven’t found it. Hard to get it
right when the landscape has changed so
• Room 2, directly connected to Room 1, much.’
office/study
– ‘Rock samples show we’re close. We can
barely sleep from the excitement.’
– door to outside on the far end
– ‘Run. Run without packing. May God
– two almost empty heaters, one half-full help you.’
and working
• the ‘tractor’
– two desks, cabinets
– some rocks, a few fossils – heavy-duty vehicle for dragging excava-
tion machinery
– research diaries
– parked 40 m (130 ft) from the Room 2
- containing brief and objective re-
exit
search notes
– can seat four
- the fossils judged to be millions of
years old – drags a rack for attaching drills where
- last entry from a month ago, loca- the rest can sit
tion of new excavation 2 km from – fuel needs to be unfrozen
the camp
– wind increases, visibility decreases Act 3 - The Excavation Site and the
Escape
– wolves, the more time passes:
- start clearly howling outside • hallucinations are now stronger
- scratch the doors and windows, howl – green scenery, a river
and growl – people-like shadows dancing under the
- shake the buildings to bring them moonlight
down – sensitive players have the urge to dance
– wolves, tactics: with them
- can temporarily be scared away by - pull to resist, otherwise take a few
explosions, bright light, pungent minutes to snap out of it
chemicals – same goes for anyone who got bitten by
- split and attack on both sides a wolf
Dread the Antarctic 21
• two vehicles, machines parked at the site - similar to worship in some dark cults
around the globe
• blood, signs of fighting, torn clothing, no
· human sacrifices, worshiping the
bodies
moon and the wolf
• explosion crater leading into a natural – sound of huge stones (or is it claws?)
‘cavern’ being dragged across stone
• cavern is a hallway leading in two direc- – if light is turned away from the hallway,
tions something scratches or bites the leg of
the furthest person in
– an old river bed, describe as such but
– temple of cyclopean blocks after miles
don’t tell
– goes on forever in both directions - blocks somewhat scattered (ancient
earthquakes)
• a perpendicular hallway, not far from the - hallucinations completely unbear-
hole able after a short time there
– hallucinations very strong, starting to - visions reveal the whole story
be unbearable - destroying it stops visions, turns
wolves (alive and dead) into humans
- urge to howl (pull to resist)
· naked humans freeze to death in
– obviously carved, perfectly straight,
less than a minute, though
too long to see the end
– engraved markings on the walls • airplane crew is missing, but lots of blood
- huge amoeba-like creatures walking and torn clothing
on tentacles • cockpit windshield broken
- huge wolves, the moon
- images suggest a temple at the end – can be fixed with spare or tractor glass
of the hallway
• if the temple was not destroyed, a final
- images suggest sacrifices both glori- showdown with the wolves
fied and willing
- writings in a completely alien lan- • dead wolves turn into humans when the
guage sun comes up
· can be partially deciphered if
• the two players flying the plane have to
someone included knowledge of
pull:
weird and arcane languages
· speaks of a civilization that once – each when taking off
lived here
– each during the flight
· describes the worship of the
moon and its messenger the wolf • end with an ominous foreboding
Dread the Antarctic 22
Legal information
Dread is a game by The Impossible Dream.
Jenga
R
is a registered trademark of Pokonobe Associates.
This text is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 2.5
licence (http://creativecommons.org/licenses/by-nc-sa/2.5/).