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Thread: Building a Pulp Adventure

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    Default Building a Pulp Adventure

    So the Astounding Adventures supplement has a pair of random adventure generators. So, using the less structured of the two, The Mad Mayor's Thrilling Adventure Generator Gizmo lets see what we can get.

    So, started with five rolls.

    16. Finding a Lost World.
    76. Earthquake.
    60. Fight on the Docks.
    98. Attacked by cultists.
    15. Interview an Expert.

    Hmmm.

    Decided to make one more roll.

    27. Searching the Ruins.

    Hmm.

    So lets say its 1937. Havana.

    A commotion at the waterfront draws the attention of the heroes. Religious fanatics have hi-jacked the yacht of
    Texas oilman, Harv Tanhill.

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    Quote Originally Posted by 1d8+DB View Post
    So the Astounding Adventures supplement has a pair of random adventure generators. So, using the less structured of the two, The Mad Mayor's Thrilling Adventure Generator Gizmo lets see what we can get.

    So, started with five rolls.

    16. Finding a Lost World.
    76. Earthquake.
    60. Fight on the Docks.
    98. Attacked by cultists.
    15. Interview an Expert.

    Hmmm.

    Decided to make one more roll.

    27. Searching the Ruins.

    Hmm.

    So lets say its 1937. Havana.

    A commotion at the waterfront draws the attention of the heroes. Religious fanatics have hi-jacked the yacht of
    Texas oilman, Harv Tanhill.
    http://www.iias.nl/nl/34/IIAS_NL34_21.pdf

    The "religious fanatics" are, in fact, Indonesian tribesmen, devout Moslems, members of a religious and political group that has been giving Dutch authorities trouble for some time. International news reports indicate that native unrest has escalated since Tanhill returned from negotiating an exploration and mining agreement with the colonial government, outbidding a Japanese competitor. What Tanhill hasn't told the press, but which he may tell the player-characters if they succeed in rescuing him, is that he brought something else back in addition to a valise filled with contracts: a softball-sized ruby inscribed with Islamic devotional verses -- and with older characters and glyphs that don't look like Arabic or any other alphabet the PCs are familiar with. Hence the need to consult an expert. The would-be kidnappers were attempting to retrieve the gem.

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    So anyone else want to chime in with a 'Lost World'. We also have some ruins that are apparently hiding a secret.

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    Quote Originally Posted by 1d8+DB View Post
    So anyone else want to chime in with a 'Lost World'. We also have some ruins that are apparently hiding a secret.
    They might be linked. The seemingly abandoned ruins actually are still inhabited by the people that built them, and are the doorway to a big hidden city. The city might be an underground complex, or the ruins might be the way the still lively city appears to those who don't possess the right gizmo, haven't solved an ancient riddle, or aren't allowed to see it having failed a test. Mmh, maybe this is too similar to a couple Indiana Jones's movies.

    Perhaps the ancient civilization has succeeded in hiding itself from the world by means of a "mystic shroud" only the initiates (e.g. those who have a high enough Occult rating and/or fail a Sanity check) can see through. The veil possibly works both ways, and also the "hidden" natives cannot normally perceive the exterior world. So a focus of the adventure might be on establishing a contact with the right "hidden" natives, and avoiding it with the wrong ones ( la Kult).

    If the "hidden" natives live underground, they might possess a powerful artifact that let them control earthquakes. Perhaps the members of a sect of "common" natives of the country have intruded the hidden city, trying to get to use the artifact to provoke earthquakes that might destabilize the colonial government, no matter what (the ruins would be equidistant from all the epicentres).
    Last edited by MatteoN; January 15th, 2014 at 08:40.

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    The 'common' natives are actually fierce Dayak Headhunters, skilled warriors who use the fearsome Parang blades. They plan to use the earthquakes as cover for unleashing a reign of terror against the colonial government and immigrant settlers whom they consider to be a stain upon Dayak honour...
    "Not gods - Englishmen. The next best thing."

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