| Display a Printer Friendly Version Tower of Babel [comments:(3),
views:(7322), rating:(3.7)] Author: Steve Kellams Homepage: http://www.io.com/sjgames/gurps/books/Cliffhangers System: GURPS Type: Scenario Category: Fantasy Requirements: Cliffhanger Adventure On Dec 1, 1922, Lord Carnarvon discovered King Tut's tomb. Along with all the other marvels of the tomb, Carnarvon found a plaque made from an unknown metal. The plaque was unlike anything else in the tomb. It was 6' by 3', and 1' thick. It was covered with pictographs that were very different than the Egyptian hyrogliphics. In the center of the plaque there was a large hole, 6" in diameter.
INTRODUCTION
This is an adventure for GURPS Cliffhangers. The story takes
many elements of fact. Add a gratuitious helping of fiction, and it is
just down right fun. It can be added into an existing campaign or be played
as a stand alone adventure. If used to supplement an adventure game the
GM will need to make several changes. This game starts in San Francisco,
in 1937. When possible I will give examples of our playtest session, including
character ideas and reference material.
REFERENCE MATERIAL
GM's may find it helpful to have a copy of the Bible. You will also
need a map of the world and a map of Easter Island. There are several sites
on the internet that give detailed maps and history of Easter Island, as
well as Gurps Places of Mystery. Information on the discovery of King Tut's tomb will
also be invaluable.
BACKGROUND
Now the whole earth had one language and few words. And as men migrated
from the east, they found a plain in the land of Shinar and settled there.
And they said to one another, "Come, let us make bricks, and burn them
thoroughly." And they had brick for stone, and bitumen for mortear. Then
they said "Come, let us build ourselves a city, and a tower with its top
in the heavens, and let us make a name for ourselves, lest we be scattered
abroad upon the face of the earth." And the Lord came down to see the city
and the tower, which the sons of men had built. And the Lord said, "Behold
they are one people, and they have all one language; and this is only the
beginning of what they will do; and nothing that they propose to do will
now be impossible for them. Come, let us go down, and there confuse their
language, that they may not undersand one another's speech." So the lord
scattered them abroad from there over the face of all the earh, and they
left off building the city. Therefore its name was called Babel, because
there the Lord confused the language of all the earth; and from there the
Lord scattered them abroad over the face of all the earth. -GENESIS 11-
On Dec 1, 1922, Lord Carnarvon discovered King Tut's tomb. Along with
all the other marvels of the tomb, Carnarvon found a plaque made from an
unknown metal. The plaque was unlike anything else in the tomb. It was
6' by 3', and 1' thick. It was covered with pictographs that were very
different than the Egyptian hyrogliphics. In the center of the plaque there
was a large hole, 6" in diameter. Fascinated by the plaque, Carnarvon had
it shipped home immediatly and did not report the find to anyone else.
Carnarvon also took with him his other favorite piece, a small golden coin.
Before his mysterious death Lord Carnarvon gave the plaque and the coin
to his son Victor Carnarvon. Victor took the items with him when he moved
to San Fransisco, and had been studying them in secret.
One of Adolf Hitler's scientists, Eric Von Dannen had learned of Carnarvon's
unreported discovery. Von Dannen had been studying the Occult for many
years, and with the rise of Hitler to power he now had a powerful patron.
Von Dannen sent Nazi agents to track down the plaque and bring it back
to him. The agents inadvertantly killed Victor Carnarvon before he would
reveal the whereabouts of the plaque. Victor's wife Laura Carnarvon escaped
the Nazis and fled for her life. Laura carried with her the small Egyptian
coin from King Tut's Tomb. She had been told by her husband to guard the
coin with her life and escape with it if anything happened to him. The
Nazis pursued her into a small alley in downtown San Fransisco and strangled
her. Before the agents could search her body for the coin a bystander noticed
the murder and yelled for help. The police were on the scene within minutes.
Von Dannen
Von Dannen is a large man 6'3" tall and roughly 300 lbs. He is completely
bald. He dresses in gray tailored suits and never wears a hat. His eyes
are the most unusual shade of dark green. Von Dannen appears to be approximatly
50 years old. He is not. Von Dannen is actually a 2000 year old Alien.
He is descended from a race of creatures who colonized this planet at the
beginning of civilization. His race was known as the Karn. The Karn came
to Earth and found it populated by early humans. The Karn built a large
temple and on top of the temple placed a transmitter. The transmitter sent
out a signal which communicated directly with the human mind and controlled
it. The Karn used this device to enslave the people, forcing them to begin
construction of the Karn colony. The enslaved humans eventually developed
enough intellect to momentarily shake off the effects of the device and
destroy it, along with many of the Karn. When the device was damaged a
spatial rift occurred and flung not only the riotis humans but the temple
itself across space. The temple disappeared and reappeared half way across
the world, on Easter Island. The surviving Karn were forced into hiding
until such a time as they could attempt to find and regain control of the
temple.
STARTING THE ADVENTURE
The first thing that needs to happen is for one or all of your characters
to get their hands on the Egyptian coin. The characters could witness the
murder of Laura Carnarvon themselves and try to help. They may be members
of the Police Department and have to investigate the death. Or they could
be experts in the occult called in to assist in identifying of the coin.
In our playtest session one character was a nightclub owner and the murder
took place directly behind his bar. Another character was a professional
boxer and his trainer found the body (The police suspected the trainer
and arrested him, motivating the boxer to try and find the truth.). A third
character was a medical examiner and was investigating the death. The fourth
character was an attorney hired to defend the trainer. You get the picture.
Once the PC's discover the coin they should have a lot of questions.
If they go to a library they will discover a picture of the coin. The books
will describe the discovery of King Tut's tomb as well as the mummy's curse
(that should give them something to think about). The books will say that
there were five coins discovered in the tomb and all five of them are located
in the London Mueseam of Egyptology. A check with the museam will tell
them that all of the coins are still accounted for. An investigation of
Laura's body will reveal that she was wearing very expensive imported clothing.
Only one shop in San Francisco carries this type of clothing. The store
is FOUNEL'S and if given a description of Laura the staff will be able
to provide her name, but not her address. The only Carnarvon in the phone
book is Victor and his address is near the Prisidio. On the second page
of the San Francisco Chronical is an article about the mysterious death
of Victor Carnarvon. He is to be interened in the San Fransisco cemetary
in two days. The article also mentions the disappearance of his wife.
During the investigation the PC who has the coin (or the one who hid
it) will be approached by two Nazi thugs. They will accost the character
while he/she is seperated from the group. They will demand the coin and
will not hesitate to use force to get it. The Nazis will flee if it appears
as though they will be caught.
CARNARVON'S HOME
Victor Carnarvon's lived in a large mansion seperated from his neighbors
by an iron and wood fence. The mansion is empty and the grounds are quiet.
It should be a simple matter for the PC's to break into the house. Once
inside, the characters will see that the entire house is filled with archealogical
items and equipment. Victor was a collecter of antiquities. A search of
the house will reveal that someone has ransacked it. There are items obviously
missing, and there are no Egyptian pieces in his collection. On the top
floor of the mansion is a small study. The study belonged to Victor and
it has also been searched. On the bottom of one of the desk drawers is
a torn corner of paper and some tape. Whatever had been left here was found.
If the PC's search through the papers strewn on the floor they will find
funeral papers from the San Fransisco cemetary. The papers show that 18
months ago Victor purchased 14 cemetary plots. These plots are arranged
in a large square.
THE CEMETARY
The players should by now see that all the clues lead to the cemetary.
The cemetary is not fenced or guarded and it should be a simple matter
to get in at anytime. Once at the cemetary they will have no problem locating
the Carnarvon site. Even if the characters don't take the cemetary papers
from Carnarvons house with them they will stumble across it. On top of
a slight hill is a very small building made of stone. The building has
an iron gate and door. Stenciled into the stone over the door is the name
Carnarvon. Looking closely at the building will show that it is not large
enough to house a body. It is only 4' by 4'.
The PC's will need to get into the tomb. The best way will be at night
since the graveyard will be empty. They will need a crowbar and bolt cutters
to open the door because there are no windows. Once inside, the little
building appears empty. An examination of the room will reveal nothing.
While one (or all) of the characters is in the building, the floor will
suddenly tilt and the PC will be thrown off his/her feet. The character
will then slide down a shoot approximatly 50' and land in a heap on a stone
floor. This should not cause damage unless the poor character lands on
his head. The other PC's can follow simply by sliding down the shoot or
lowering themselves by rope. The trap floor will reset itself after 10
minutes. There is no clear way to open the trap door from inside either.
At the bottom of the shoot a corridor made entirely of stone leads to the
north. The walls are unadorned except for empty torch scones. The corridor
runs 50' north then turns sharply to the right, revealing a large chamber.
The chamber is filled with scrolls. Each scroll contains a series of numbers
that do not repeat. There are nearly a thousand scrolls in this room and
they all appear to have been made by the same person. An archway leads
out of this room to the south. The archway reveals a second hallway identical
to the first, but running 50' to the south. The hallway ends in a sharp
left turn, opening into another large room. This room is filled with ancient
Egyptian artifacts. In the middle of the room is a large desk with a reading
lamp (electric). If the players turn on the lamp it will cast an eerie
glow throughout the room. On the desk is a picture of Victor and Laura
Carnarvon. There is also a ledger. The ledger is filled with numbers however
the last 10 pages have the same thing written on them: 27 10 0 109 20 00
(this is a mathematical number that corresponds to 27û 10' S, 109û
20' W. Area Knowledge will tell someone it is a longitude and lattitude,
as well as cartography, orienteering, or mathematics.) On the north side
of the room is a large sarcophagus. If it is opened the characters will
find a recently deceased, but quickly rotting corpse (Fright Check). The
corpse is unidentifiable. It is only there in an attempt to hide the secret
passage at the bottom of the coffin. This secret passage leads to a large
room. In the center of the room is an exact replica of King Tut's sarcophagus.
When the PC's open the Sarcophagus they will find it empty with a flat
bottom. The only imperfection is a small slit, just big enough for a coin.
Hopefully The players will figure out they need to put the coin in the
slot, and unfortunately for the designer, the Egyptian coin is the same
size as a quarter. When the coin is placed in the slot the bottom of the
coffin slides out to reveal a hidden compartment. In the compartment is
Carnarvon's Plaque. Also in the compartment is a Bible. The Bible has been
marked on Genesis chapter 11. Scawled in the margin is the words Von Dannen.
The sarcophagus room has an obvious exit to the north and after climbing
a short flight of stairs the PC's find themselves exiting from a grave
covered with a stone slab. The slab is balanced for easy opening. Waiting
for the characters are twice the number of Nazi thugs as PC's. Standing
with the thugs is Von Dannen. The thugs are armed with luger pistols, Von
Dannen is apparantly unarmed. Von Dannen tells the PC's that he is delighted
they found his property and wants to thank them for returning it. If the
PC's turn over the goods (Von Dannen is not interested in the Bible, only
the Plaque) Von Dannen will warn them to stay out of things they don't
understand. The PC's may decide to fight, if so they will need to be lucky.
If Von Dannen's people win they will leave the characters where they lay,
but not execute them, they are in to big a hurry. If it looks like the
characters are going to win then Von Dannen will flee. If it looks like
Von Dannen will be caught then he will disappear using his holographic
projector.
THE TRIP
If the characters look at a globe, or map, with longitude and latitude
lines it will be a simple matter to locate the island. 27 degrees 10' S,
109 degrees 20' W is the location of Rapi Nui, or Easter Island. The library
gives very little information on the island, only saying that Chile owns
the tiny barren rock and there is a small refueling station located there.
If the PC's look up 'Von Dannen' in the library's database they will find
several books written by him. The books all deal with life from outer space.
He also talks about the first visitors to our planet and how their technology
may still be hidden among us.
Players will need to make arangments to travel to Easter Island. There
are several ways this can be done, but here is probably the quickest. The
players can get a commercial flight from the San Francisco Airport to Mexico
City, Mexico. The flight would be aboard a DC3 airplane. The DC3 will be
a rough and loud ride. The flight will last approximatly 12 hours. There
will be a brief layover in Mexico City, just long enough for the plane
to refuel and restock supplies. Players may wish to stretch their legs
and get a bite to eat, but don't drink the water! The next leg of their
journey will be another 12 hour flight from Mexico City to Bogota, Colombia.
The last leg will be a 15 hour flight from Bogota to Santiago, Chile. The
players will need to book transport on a tramp freighter headed for the
Polonysian Islands. Valparaiso, Chile is the nearest port city to Santiago.
While searching for a ship the players will run into a very nice elderly
gentleman. The man will intoduce himself as Sir Henry Pratton. Sir Henry
is an Englishman and a merchant in South America. He will point the characters
to a boat for hire. If the characters take Sir Henry up on hs offer they
will find a small tramp steamer, dirty but in good repair. The name of
the boat is the MOURNING STAR, and it's captian is a smelly Greek named
Estovar. Capt. Estovar will give the characters the best price in Chile,
and won't ask any questions. He will take the players wherever they wish
to go and will provide them with whatever they need (for a small price,
of course). He seems to be in desperate need of money.
Any ship headed towards Easter Island from Valparaiso will take 8 to
10 days, depending on the weather. If the characters still have the plaque,
they may notice (perception roll -5) a reflection of light behind them
in the dusk every night. Otherwise the trip will be uneventful. In our
playtest group I spiced up the voyage by adding a nightly card game with
Capt. Estovar, and a heavy squall that nearly sunk the ship. Finally the
ship will arrive at Easter Island.
THE ISLAND
The steamer sits off the rocky island and Capt. Estovar begins lowering
a landing boat over the side. All of the characters on deck make perception
rolls at -2. If the characters fail then a seaman will shout and point.
The PC's will see a long wake in the water heading towards the ship, and
moving very fast. It's a torpedo! The players will only have seconds to
dive off the boat before it explodes in a fireball. Capt Estovar also leaps
from the ship and they will all have to swim for shore. As they pull themselves
onto the Island they will see a Nazi submarine surface. If the characters
stay to watch they will see several men in diving gear begin searching
through the wreckage of the freighter. Other Nazis will begin unlimbering
the deck gun of the U-Boat and firing artillery rounds at the characters
until they flee from sight. Capt. Estovar will tell the characters that
the refueling base is only 2 miles away and it has a radio. He suggests
that they should go there for help. Capt Estovar is actually a Nazi spy
and will lead the characters into an ambush from which the characters cannot
escape. If the players refuse to follow him to the station then he will
wait and try to signal his fellow Nazis at the first opportunity. In any
event, the characters should be captured.
The refueling base is actually a small Nazi camp. The camp contains
approximatly 100 workers, mostly technicians. However, there are 30 trained
Nazi SS soldiers as gaurds. There are 5 large trucks, and two jeeps. One
of the buildings is an ammo dump. In addition to the jeeps and trucks there
are 4 motorcycles. A small airfield is located just south of the camp.
There are two small planes parked in a small hanger next to the airstrip.
After the characters have been captured, they will be led into the Nazi
camp. They will see the U-Boat sitting just off shore. Several officers
are walking up the beach towards the camp. They have the plaque with them.
If the players hid the plaque, the Nazis located the hiding spot and retrieved
it. If the players gave the plaque to Von Dannen then they will still see
the officers carrying it, however they will not see the divers attempting
to recover the plaque after the torpedoing.
The characters will be led into a building and there they will be greeted
by Von Dannen. He will compliment them on their determination, but chastise
them for their foolishness. Von Dannen will then explain that the Fuhrer
is very interested in items of the occult. He will ask the players if they
are familier with the story of the Tower of Babel. He will relate the story
of the Tower and then go on to explain the truth. The tower was actually
built by aliens to control the minds of the primative humans. Von Dannen
has discovered the remains of the Temple on Easter Island. The plaque not
only contains the formula for finding the site, but is also the final piece
in rebuilding it. The plaque is the dish array needed to transmit the mind
control beam across the world. With this final piece Von Dannen will be
able to activate the device and thus rule the world...for Hitler of course.
The characters are to be used as guinea pigs. They will be the first victims
of the mind control beam. The characters are then led to small seperate
cells.
The cells are actually small rooms within the large building. The rooms
are made of wood. There are no windows and the doors are barred from the
outside. Two SS soldiers stand guard in the hallway. If the players are
able to devise an escape they will probably want to commandeer one of the
vehicles. There is only one road that leads from the camp. The road heads
inland for approximatley ten miles then begins to climb a steep hill. At
the top of the hill the players can see a large Myan style pyrimid. At
the base of the pyramid is a small guard shack. There are 4 guards on duty
here at all times. There is a parking area behind the guardshack and an
ammo dump used to store explosives for excavating. At the top of the pyramid
are several large pieces of electronic equipment. There is also what looks
like a dish array with the center piece missing. The characters can destroy
the equipment easily but it could be repaired with minimal effort. They
will need to use the explosives to blow up the array. The explosives will
cause a tremendous blast and the temple itself will glow with an eriee
light. several minutes after the explosion the pyramid will melt away and
disappear. Anyone left on the temple will also disappear.
If the players cannot come up with an escape plan then the next day
they will be taken to the temple with Von Dannen and the rest of the Nazi
camp. The players will be bound and forced to watch as the Nazis finish
construction of the dish array. It should be obvious that the players have
little time before the world will be under the influence of the mind control
beam. If the players don't act now then the world will be under control
of the Karn once again.
GETTING OFF THE ISLAND
Once the Tower is destroyed there will be a tremendous amount of confusion
among the Nazis. The characters can try to make their way to the airfield
and steal one of the planes and escape. Von Dannen will escape on the U-Boat.
If any of the players are on the pyramid when it disappears then they will
awake several hours later with a terrible headache and a strange feeling
of dislocation. Where they end up is up to you. The pyramid, as it did
the first time, has caused a rift in space and has now appeared somewhere
else on earth. Somewhere isolated and deserted. The players could have
a whole new adventure just getting home.
GAMING NOTES
Throughout this adventure remember to have fun with the players and
build some suspense. Give the players a feeling that they are being followed,
because they are. Interspers e innocent people with Nazi spies and make
the players roll a lot of perception rolls. Pretty soon they will be completely
paranoid. In my group the gamers were convinced that at any minute a mummy
would appear, just because I said King Tut's tomb. If your group are more
militant then you may want to beef up the combat encounters a little bit
and give them a challange. If you have a bunch of weenies then you will
probably want to tone down the combats, or get rid of them altogether.
Another important aspect of the game should be fright checks. Dead bodies,
disappearing mad scientists, possible aliens, possible mummies, and torpedoes
should give the characters plenty of reason to be frightened. Encourage
the group to seach the graveyard at night. The setting alone should be
enough to have them looking over their shoulders at the slightest sound.
Finally, the game is broad in concept and location. Don't skimp on the
descriptions. Give the players a feeling that they are actually there.
The internet has thousands of travel locations with pictures and maps.
Also any travel agent will supply you with free material of the areas,
as long as they think you are going on a vacation.
DEUS EX MACHINA
I ran this adventure as part of an ongoing campaign and my players
didn't have some of the necessary skills for finding out alot of the information.
They followed the clues perfectly but didn't really know what was going
on. They were also too competent at killing off my bad guys so they never
got captured. Instead they raided the Nazi camp and caused alot of havoc.
I needed to add an NPC to tell them the background so they new what they
were doing. They also needed some help escaping the island. I threw in
Indiana Jones and they loved it. Indy was able to supply them with all
the anthropological, and scientific background as well as a way off the
Island. Jacque was waiting with an airplane, and his pet snake reggie,
to fly them all to saftey.
NPC'S
VON DANNEN
ST:16 DX:10 IQ:18 HT:14
ADVANTAGES: Damage Resistance 10, Doesn't Breath, Doesn't Sleep
DISADVANTAGES: Megalomania, Intolerance of Humans, Fanaticism
SKILLS: Anthropology: 18, Archaeology: 20, Astronomy: 18, Biochemistry:
18, Chemistry: 18, Computer Programming: 18, Electronics (Holographics):
20, Electronics (Communications): 20, Electronics (Computers): 20, History:
18, Mathematics: 22, Occultisim: 18, Physiology: 20, Savoir-Faire: 18,
Diplomacy: 17, Acting: 19, Electronics Operation (Holograph): 21, Computer
Operation: 22
GADGETS: Von Dannen uses a mini holographic projecter to make himself
"disappear". See Gurps Ultra high Tech for details if necessary.
CAPT. ESTOVAR
ST:13 DX:11 IQ:12 HT:13
ADVANTAGES: Combat Reflexes, High Pain Threshold
DISADVANTAGES: Odious Personal Habits (smells)
SKILLS: Sailing: 16, Navigation: 16, Leadership: 16, Mechanic (Steam
engine): 14, Gambling (Poker): 12, Acting: 16, Swimming: 16, Brawling:
18, Pistol (Luger 9mm): 14, Axe/Mace: 12, Area Knowledge (South Pacific):
20, Holdout: 13
NAZI THUGS AND SOLDIERS
ST:12 DX:12 IQ:10 HT:12
ADVANTAGES: None
DISAVANTAGES: Fanaticism
SKILLS: Brawling: 14, Pistol (Luger 9mm): 15, Submachingun (MP38): 15,
Thrown Weapon (Hand Grenade): 14, Knife: 12, Driving (Auto): 12, Motorcycle:
12, English: 9, Military Savoir-Faire: 14
EQUIPMENT: Nazi thugs in the United States will use primarily the luger
9mm. They will be dressed in drab suits and dark overcoats, and be generally
forboading. Nazi soldiers will be dressed in the appropriate uniforms and
carry MP38 submachine guns (It is the same as the MP40, only an earlier
model)
NOTES ON SPY'S: The Nazi's responsible for following the characters
have the same stats as those above except for these additions.
ADDVANTAGES: Alertness +4
SKILLS: Stealth: 14, Shadowing: 16
I hope you enjoy this game. When we played it we had a blast.
It has everything you could want in a game; Murders, Dark alleys, Spooky
Mansions, Graveyards, Tombs, Exotic locales, Aliens, Ancient Artifacts,
Explosions, and don't forget Nazis. Have fun and please let me know what
you think.
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