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Adventure Background
Dr. Arkos Blair was a brilliant research
scientist a maverick genius in the field of
quantum mechanics, with a special talent for
dimensional theory. Arkos seemed destined
for greatness and academic glory. However,
a terrible accident at Cambridge University,
mostly covered up, effectively destroyed his
burgeoning career. With three people
almost killed because of his recklessness,
Blair was forced to leave the university in
shame. Bitter and disillusioned, Dr. Blair
became a scientist for hire, his skills and
talents available to clients for the right price.
Three years ago Dr. Blair took a job working
for the Church, with the focus of his
research to discover a means to contact an
alternate dimension. The work was
dangerous, and for that reason Arkos lab
was placed in a remote location above the
Arctic Circle. The abandoned Arctic
Research Station 2293 was selected and rechristened the Hegira Platform by the
Church. Under Blairs direction it was
expensively refurbished, and Dr. Blair and
his team arrived soon afterward.
One year ago, Dr. Blair had a breakthrough,
and was briefly able to tear a hole into
several dimensions simultaneously.
However, he was ill-prepared for the results;
these dimensions were dangerous, where
creatures both familiar and unknown roamed.
The rents in the PCs dimension eventually
sealed, unfortunately marooning half of Dr.
Blairs research team on another plane. The
others were hunted down by the enormous
yetis which had likewise become stranded
on our world. Answering the frantic radio
calls of Dr. Blair, the military at the town of
Whitehorse arrived and killed the rampaging
creatures. They also confiscated the yeti
hastilyriggedsecurityharnessesholdingyouin
place.Thefrontofthedronehasasingle
controlpanelandnoseat.Yourflightwillbe
controlledbyacomputer.Thereisasmall
windowatthefrontofthissimplecockpit.
ThetakeoffintheB52waswithoutincident,
youhavebeenwaitingforthenextstageofyour
journey.
Suddenlyaredlightflashesandyouhearthe
thunderousroarofair.TheX51slowlyriseson
anarrowrailandisliftedovertheopencargo
doors.Abruptlythealarmstopsandyour
stomachlurchesintoyourthroatasthescramjet
isdroppedfromthebomber.Beforeyoucan
evenreact,thescramjetfireswithaforcethat
threatenstosnapthesafetyharnesses.You
struggletoremainconsciousastheX51
continuestoaccelerate,itsjetscreamingwhile
thedronestreaksacrossthestratosphere;
gatheringspeedtoreachMach15.
Optional Encounter: Boeing X-51
Scramjet Emergency
Use this encounter if you want to eliminate
some of the gear carried by the PCs for this
adventure. They will be able to purchase
some equipment at Whitehorse.
After 20 minutes of flight time the PCs will
notice a soft blinking red light on the console.
Stepping out of their safety harness, a quick
examination of the consoles LEDs will show
there is a problem with the course the X-51
WaveRider is taking.
Computer Use DC25 1 rd
Can take 20 2 min
The Waveriders course is incorrect, and
needs to be reset. Success allows new path
to be entered. Failure means that a new
course cannot be entered.
Navigate DC 22 (cannot take 20) 1 rd
Success means that the Waverider will
reach WhiteHorse with ample fuel. Failure
means that 30 minutes before landing, the
drone will radically alter course and dump
the PCs gear as it corrects for the extra
distance it must travel.
TheX51Waveridergracefullydescendsintothe
inkyblackness;throughthesmallcockpit
windowyoucanseeheavysnowrushingto
meetyou.Youhearthedroneofthelanding
geardescending,andafterafewminor
adjustmentsthedronelands.
Asanequallythunderoussilenceengulfsyou,
yourteamremovestheirrespectivesafety
harnesses.Thenthereistheroarofwindasthe
WaveRidershatchisopened.Peeringintothe
fuselage,dressedinaheavyarticcoatand
goggles,isanondescriptsoldier.
Comewithme,hesaysinaheavyaccent.
TheArcticCatwilltakeusbacktobasewhere
youcantalktoMaj.Taqukaq.Hecananswer
anyquestionsyoumighthave.
MynameisTocho.WelcometoWhiteHorse.
Thehangerisquietanddark.Usingalight,you
quicklystartmovingthroughthenumerous
dustyshelves,untilyouarriveatanondescript
alcovewithasmallsignthatreadsARS:2293.
Dominatingthesmallspace,alargemetallic
freezersits,hummingsoftly.Scrappingaway
thedustandfrostonthefreezersglassportal,
youstareamazedatthefrozencorpsewithin.
Thecreaturemeasuresalmostsevenfeetin
lengthandiscoveredwithlong,thickwhitehair.
Itbearsmanysimianfeatures,butitclearly
morethanasimplewhiteape.
Nearby is a small log book that details this
whole specimen was recovered from Hegira
station thirteen months ago. Two other
similar creatures have been summarily
examined and autopsied, with this one being
preserved. The report notes that the beasts
have prodigious strength, invulnerability to
cold, and an intellect possibly equal to that
of a human.
The freezer is nitrogen cooled, and the yeti
is frozen almost solid. If the players (or
Chogan if hes there) open the freezer, at
the GMs option, this last creature could
only be hibernating, and will spring to
Time
1
Earth
4
Earth
5
Earth
2
Earth
2
Earth
3
Time
2
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4
Earth
3
No
shift
Earth
1
Earth
5
Time
3
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shift
Earth
2
Earth
4
Earth
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Earth
1
Time
4
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shift
Earth
1
Earth
5
Earth
4
Earth
2
Time
5
Earth
1
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5
Time
6
Earth
5
Earth
1
Earth
5
Earth
2
Earth
4
Time
7
Earth
3
No
shift
Earth
2
Earth
5
No
shift
Time
8
Earth
4
Earth
1
No
shift
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4
Earth
4
Time
9
Earth
5
Earth
3
Earth
2
Earth
1
Earth
2
Theroomisdominatedbyalargemachinethat
supportsseveralenormousrotatingringsof
differentradius.Thesecomplexmetallicrings
slowlygyrateandturnaroundashiningcenter
ofblue/whiteenergy.Ashimmeringblueaura
Traps:
Acetylene Bomb: The swarm will send a single rat to
detonate the acetylene tank used for welding. Anyone within
a 5 ft. radius of the container receives 3d6 points of fire
damage and must make a DC 15 Reflex save to avoid
catching on fire.
Ball Bearings on Floor: The swarm can cover a 10 ft. by 10
ft. area with ball bearings. Anyone in this area must make a
DC 10 Balance check to avoid falling prone. The swarm is
immune to this effect.
Quantum Inhibitor
Incubation
Period
Mild
Low
Moderation
High
Severe
1 day
4d6 hours
3d6 hours
1d6 hours
1d6 hours
12
15
18
21
24
Initial and
Secondary
Damage
1d4-2 Con
1d6-2 Con
1d61 Con
1d6 Con
2d6 Con