Você está na página 1de 22

Dread the Antarctic

/u/zombie owlbear

Monday 19th October, 2015


E F
Dread the Antarctic 2

Location: Antarctica

Time and date: 1930, beginning of the southern polar


winter

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.

The style of the adventure


This was written with a friend who’s new to hosting in mind. Since my style
of writing down a lot of ideas and specific situations that happened in my
games (because, if I already have it, why not give it to you?), and doing so
in an explanatory manner, might not be appropriate for experienced gamers,
I’ve decided to write two versions of this adventure. The first one is long and
should be appropriate for people with little to no experience with Dread or
hosting an RPG game in general. If you don’t need much help and would
prefer brief bullet points, jump to page 19 for the brief version.

Inspiration
• At the Mountains of Madness, story by H. P. Lovecraft

• The Call of Cthulhu, story by H. P. Lovecraft

• Beneath the Ice, Dread scenario by /u/808Eclipse

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 engineer, 25, mechanic and surveyor of digging equipment.

• The doctor, 28, pessimistic about finding any survivors.

• The chemist, 50, hired to handle explosives and potentially dangerous


chemicals the explorers were using.

• The geologist, 42, a person of broad education and an experienced trav-


eler.

• 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

Characters – the engineer

1. You always wanted to be a writer. Why did you become an engineer?

2. Why do you need money so badly?

3. How come you aren’t afraid of this mission?

4. How did you get that scar?

5. What happens if you don’t take your pills on time?

6. You like to loudly question things that seem suspicious. What’s the
most trouble you got into because of that?

7. What is it that no one knows you can do?

8. Where did you learn to shoot like that?

9. What do you talk about once you’ve had a drink?

10. Who does the geologist remind you of that makes you instinctively
trust them?

11. What do you always have in your pockets?

12. What do you look like?

13. What’s your name?


Dread the Antarctic 6

Characters – the doctor

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?

3. How come you never got into a medical university?

4. What will happen if you don’t pay off your debt soon?

5. Why does this mission scare you?

6. A revolver dropped from somewhere while everyone was loading the


their bags. Why did you pick it up and how do you hide it from the
others?

7. What habit could you never get rid of?

8. Whose torn picture photograph do you carry with you?

9. What can you do that no one would expect of you?

10. Why do your strong headaches frighten you?

11. What do you whisper to yourself when you need to calm down?

12. What do you look like?

13. What’s your name?


Dread the Antarctic 7

Characters – the chemist

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?

3. Why were you arrested?

4. What quirk do you have that people quickly notice?

5. What extraordinary physical ability did your alchemical experiments


give you?

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?

8. What pleasant memory do you think of when you’re under great


stress?

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?

11. Why is the doctor your fondest teammate?

12. What do you look like?

13. What’s your name?


Dread the Antarctic 8

Characters – the geologist

You’re not a geologist – you’re an archeologist and an anthropologist, and


an explorer of the mystical and the occult of some renown (in the proper
circles). You’re also the only one who knows the truth behind this mission:
your employer isn’t a worried parent but an investor, and the exploration
team was working on some baffling ruins, the secrecy being responsible for the
odd timing of their mission. You don’t know anything about rocks, though.
Unbeknown to others, you have volunteered to go on this mission, because
someone dear to you is a member of the lost team.
1. How come you didn’t have to go to war (WWI)?

2. What early supernatural experience marked the rest of your life?

3. Is that why you never want to be left alone?

4. When did you come to realize no one will ever take you seriously
when it comes to the supernatural?

5. What’s your most significant discovery in the field of the mystical


and the occult?

6. Why does the underground make you uncomfortable, and why don’t
you want it to be found out?

7. You gained an unusual psychic ability on one of your quests. What


is it?

8. What is the price of using that ability?

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?

12. What do you look like?

13. What’s your name?


Dread the Antarctic 9

Characters – the guard

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?

2. What’s your fondest war story or memory?

3. You were an excellent team leader during the war. What do you do
to keep your men focused and their spirits high?

4. What happened in Russia that you’re now working on the opposite


end of the world?

5. What’s the only thing in your life you’ve ever done perfectly?

6. What thing that you could previously easily do is now significantly


hindered by an injury from the first mission for the employer?

7. What skill did you pick up to make up for it?

8. Why are people afraid of you?

9. Do you hide the thrill you get from adrenaline rushes, and how does
the thrill affect your attitude towards combat?

10. Why does the chemist seem suspicious?

11. Who does the geologist subconsciously remind you of so that you
like talking to them?

12. What do you look like?

13. What’s your name?


Dread the Antarctic 10

Characters – the meteorologist

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?

2. Why weren’t you accepted into an astronomy university?

3. What’s so difficult about being a genius that no one sees?

4. You like to tell everyone about your art. What do you do?

5. What unexpected athletic ability do you have?

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?

8. You volunteered to go because of the vivid dreams you’ve been having


for a month. What do you expect to find there?

9. What unpleasant childhood experience does the geologist remind you


of that makes you frightened of them?

10. Why do you think the chemist is hiding something?

11. Who on your team makes you feel safe?

12. What do you look like?

13. What’s your name?


Dread the Antarctic 11

Setting the atmosphere


Playing by just candlelight doesn’t work. It would be best if you could have
a small flashlight with bluish light pointed directly at the Jenga
R
tower from
above, and the other lights dimmed.
Music is your biggest asset. Continuously play the sound of arctic wind.
Turn it louder every time they’re outdoors. Once things start to get weird
(Act 2), subtly include a ‘creepy wind’ track. Have ready the sounds of wolves
howling and of wolves growling and play when appropriate. Before the game,
spend a few minutes (alone!) preparing each track and setting the volume in
your music player so that you can just press play and have each sound at its
appropriate volume so you don’t have to adjust the speakers.
For example, I had 5 instances of VLC open, each with a single track. I’ve
set the speakers so that the wolf growling sound is rather loud when played,
and reduced the volume of every other track in VLC so they’re at normal
volume when played. In both of my playtests, when the growling was played
for the first time (Act 2, when the door from Room 1 to Room 2 is opened and
a wolf jumps out), the player who opened the door could barely make the pull
to avoid injury because their hands were shaking. However, don’t play the
sound for the first time when they’re just about to pull – you’re not supposed
to startle them while they’re making a pull.
• Wind 1: http://youtu.be/3yzwpn0VfQg
• Wind 2: http://youtu.be/GQAiB9Vlbh0
• Creepy wind: http://youtu.be/1CVbfReqoVE
• Howling: http://youtu.be/tNR877AHJAc
• Growling: http://youtu.be/dvHHi3GI1XU

Various things to bear in mind during the game


• the plane can only take off during daylight
– only 4 hours of daylight per day
• steel is brittle at these temperatures, pull to avoid shattering if striking
– don’t say why they’re pulling or why it shattered, have them figure
it out
• the chemist can mix various concoctions they can come up with
• give the guard a few more sticks of dynamite if no one’s playing the
chemist
• setting up explosions in the camp will detonate gas heaters as well
• always have a description of death ready when someone is going to pull
• the revolver from the doctor’s questions is intentionally not explained in
the text; improvise or work with your players
Dread the Antarctic 12

The Long Version clothing, gas heaters. It also contains the


guard’s weapons bag and ammo bag. All ex-
Prelude tra luggage the players want to bring is here
as well (like the chemist’s lab and chemicals).
The Moon is, or at least contains, a force that
Being large, the plane is still mostly empty,
wishes to corrupt and destroy all life on Earth.
since it’s expected to carry back everything
It cannot exert its influence directly - its power
(people, gear, findings, machines. . . ) from the
must be desired and summoned by creatures
camp. Both planes have been fitted to handle
from Earth. It waited billions of years for
the Antarctic weather, particularly by having
sentient creatures to appear so it could call
fuel heaters.
to them and show them the rituals in their
The story starts while flying over the
dreams. Millions of years ago, the Antartica
Southern Ocean. You can break the ice (ba
was warm and inhabited by huge amoeba-like
dum tssss) by having the pilot tell a story over
creatures whose superior intellects made them
the communication system:
receptive to the Moon’s calls. Under its in-
I think we should tell scary stories involv-
fluence they built temples and performed vile
ing ice and snow to get you in the right
rituals. The Moon’s power manifested itself in mood for where we’re going. Does anyone
the form of giant wolves. With the freezing know any?
of Antarctica and the downfall of its civiliza- Well I don’t know if you know any
tion, the giant wolves died and the last ones because this is a one-way system, so I’ll
that were summoned by half-forgotten rituals tell one. Do you know how the Eskimos
were small and feeble compared to those before hunt polar bears? They take fish bones,
them. The last wolves managed to survive and spine and ribs and everything, and roll
them into a ball. Now, if they released
they are the wolves we know – they have not
it, it would just open like a spring. So
evolved on Earth. With the onset of humans, they don’t do that; they instead take some
the Moon started to call again, and various re- fat and put it around the rolled-up bone.
ligions included it in its worship. Luckily, we Then they leave balls like that where they
weren’t advanced enough to understand what expect a bear to pass. The bear sees the
it was saying, and the bloody rituals performed fat and greedily swallows it all. Then the
by cults never summoned anything. fat melts in his stomach and the bone
spring opens up, tearing the bear from the
inside. . .
Act 0 – The Flight Now, they’ve been doing it for so
long, and the bears have gone through
Two airplanes have been provided for the mis- so much suffering, bleeding from their
sion. Each has a pilot and a copilot. The mouths and anuses, that nature started
smaller plane carries the passengers and the to remember all the torment that takes
essentials. The essentials include2 a very large place there. . . The spirits of the bears have
supply of food (to last them and the large lost started taking revenge, and it is said that
even innocent passengers through those
team three times longer than is planned), first
areas can be found dead and frozen, with
aid kits, gas heaters, enough fuel for the re- insides torn from no apparent cause, and
turn, two signal flares, two electric torches, frozen blood soaking their shawls and
an axe, and a portable two-way radio (early pants.
walkie-talkie). The second plane is larger, After a few moments of pause, he adds:
containing an abundance of the following: But all that need not worry you, since Es-
fuel, spare parts, climbing equipment, suit- kimos live on Greenland and we’re on the
able clothes, excavation equipment, medicine, opposite end of the world right now.
2
Every time before the contents of something are listed, assume the text also says ‘but not limited to’. You
can add things you find appropriate, and you should include anything your players might reasonably bring along.
Dread the Antarctic 13

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

scape is reflective enough. nected (no hallways between them) rooms.


Remind the players that they need to bring Only two are still standing; the others were
several gas heaters with them. damaged in an explosion. One is closer to the
Once the players are on their way, the per- players (Room 1), and the other (Room 2) is
son most sensitive to the supernatural (prob- connected to it. The door to Room 1 is open
ably the meteorologist) will have their first vi- and there is blood around it. If they explicitly
sion. As they get near the camp, that person examine the door or make a pull for a hint,
thinks they saw a human figure somewhere on they find scratches, which can later be con-
the edge of vision, but this turns out to be nected with claw marks of a large dog.
false. The room shows signs of a severe fight. The
The weather is steadily getting worse from tables seem to have been placed to bar the
this point throughout Act 2 – the wind is get- door, but have been pushed away by whatever
ting stronger, reducing visibility and lowering they were trying to keep out. There is a lot
the temperature. of blood and torn clothing. A chair has been
broken. Closer inspection reveals a paw print
in a blood stain. The sensitive person can see
Act 2 – The Camp
more figures through the window, and a wolf
It’s already dusk by the time they reach the howl can be discerned at the edge of hearing.
camp. Visibility is poor due to wind. There’s The room contains three large, but empty gas
no sign of anyone, neither the people nor the heaters.
large pack of Alaskan Malamutes they used to When the door to Room 2 is opened,
pull the dog-sled. a large dog jumps out and attacks whoever
The camp consisted of six directly con- opened it (pull to avoid being bitten). It runs
Dread the Antarctic 15

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

hallway has smooth, obviously carved stone


walls. It’s about 5 m (16 ft) wide and 6 m
(20 ft) high. It goes perfectly straight for a
long time – probably more than the players
will dare go unless the Jenga R
tower is stable.
The further they go along the hallway, the
greater the toll on their sanity. Eventually
everyone hears the sound of a large stone –
or is it huge claws? – scraping against stone.
Should they turn the torchlight away from the
far end of the tunnel, something furry either
bites (can’t be avoided; make a pull later to
keep their sanity) or rubs against the person
who’s furthest in, but is gone when the area
is lit again. The visions become insufferable moments regardless of pulls. They can either
(unless they can spare many pulls). With that run away, destroy it by throwing every explo-
in mind, the following is what they discover as sive they have into it or destroying it by some-
they advance through the hallway. one making a sacrifice.
The walls here are engraved with pic-
tograms and writing. The pictograms depict
strange amoeba-like creatures with cones of Act 4 – The Escape
tentacles for legs. The creatures lived here If they destroyed the temple, the hallucina-
in vast numbers and built huge cities while tions are gone, and wherever there should have
the Antarctica was still warm. Each creature been wolf bodies, they find human bodies. You
seems to have been as tall and wide as this can now skip to the taking off part and wrap
hallway. Moving furtheralong, the pictograms it up.
show a temple at the end of the hallway. The If the temple wasn’t destroyed, the wolves
full Moon and a giant wolf are depicted, and are still a danger and will give the players a fi-
the creatures are gathered around it. nal fight near the airplane. The cockpit wind-
The writing can only be deciphered with shield is broken, there’s a lot of signs of fight-
a pull if one of the players mentioned knowl- ing, and the crew is missing. The players need
edge of obscure languages in their answers, to attach the plane to the tractor and pull it
and vaguely even then. It says that the Moon out (someone needs to be in the cockpit and
called to them, and in exchange for sacrifices, manage the controls). The fuel also needs to
it would send its emmisary, the giant wolf, to be heated before they can take off, which has
them. to be done from the outside. The wolves will
The player who reads the writing can do begin their attack as the players start with any
so because the obscure writing they know is of that. A pull will be required to get into the
an odd language found in seemingly unrelated plane or the tractor safely.
cults across the globe, which worshipped the The wolves can enter the plane through the
Moon, kept wolves, and had human sacrifices. broken windshield. A functional door sepa-
The sacrifices were very often willing and such rates the cockpit from the rest of the plane.
people were glorified. A properly placed explosion will either kill all
If the players reach the temple, it’s a ruin the wolves or scatter the remaining few.
of cyclopean blocks of stone. Discarded tools While a failed pull means the character
and torn clothing are abundant here. They dies, don’t let it damage the plane beyond
cannot stand its presence for more than a few repair. For example, if the tower falls while
Dread the Antarctic 18

someone was trying to throw a stick of dyna-


mite through the cockpit window, have a wolf
pull the player out and the dynamite fall with
them.
The plane can only be started during day-
light so they might need to wait several hours.
Even then the fuel needs to be heated. If the
players have killed the majority of the wolves,
the remaining few disperse when the sun comes
out. The players acting as pilot and copilot
need to make two pulls each: one to take off,
and one to fly safely. If no one flying the plane
went through the piloting course, double the
amount of pulls required.
To create the final feeling of dread now that
the story is done, you can say something like
the following:
This Antarctic adventure ends with
you in the air, finally calm, warm and
flying to safety. The landscape seems
tranquil under the silent gaze of the
Moon; the gaze which shines through
the airplane windows and finds you as
well.

If they haven’t destroyed the temple, add:


You can’t but wonder whether it can –
or rather, when will it find the spirits
of the temple, too.

If they have destroyed it, add:


A realization that no one ever will
be able to escape from its gaze sinks
deeply into you, a souvenir of this ad-
venture you’ll never ever lose.
Dread the Antarctic 19

The Brief Version • at least one player must go through the


piloting course (pull to remember the les-
The NPCs son)
• pilot and copilot of the passenger plane
Act 1 – The Flight
– they have to stay with the plane after
• the passenger plane crashes
the crash
– each player pulls to avoid serious injury
• pilot and copilot of the cargo plane
– each player pulls to retain conscious-
– dead or severely injured, useless ness

• the cargo plane crashes 10 minutes later a


The gear bit farther
• passenger plane:
– pull to get a bag out of the burning
– all the essentials (food supply, first aid plane
kits, gas heaters. . . )
• the crew stays with the plane to check and
– each person’s backpack repair
– portable two-way radio • the players walk to the camp, an hour’s
– two signal flares distance
– plenty of fuel • wind increases, visibility drops
– an axe
• first hint of the supernatural: characters
• cargo plane: prone to hallucinations or vivid dreams
think they saw a figure right at the edge
– each character’s gear (whatever they of sight
want)
– medicine, excavation gear, climbing Act 2 – The Camp
gear
• completely abandoned
– the guard’s weapon bag
– used to be ∼15 people and ∼40 large
- 2 revolvers, loaded (6 bullets)
dogs (Alaskan malamutes)
- 1 rifle, loaded (10 bullets)
- 10 rifle bullets, 12 revolver bullets • only 2 out of 6 buildings still erect
- 1 stick of dynamite • traces of an explosion can be found, appar-
- try not to let them retrieve more ently what destroyed the other buildings
ammo
• Room 1, where they enter, used to be a
dining hall
Prelude – The flight
• two planes, a smaller passenger plane and – tables and benches, smashed chair, two
a large cargo plane empty gas heaters
– blood, signs of fighting
• the pilot tells a scary story
– torn clothing, but no bodies
• the pilot gives instructions for dealing with – claw-like scratches on the doors, a large
Antarctic temperatures dog’s pawprint in blood
Dread the Antarctic 20

– 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/).

Você também pode gostar