Tuner Hunt Plot in Dawn of Others | World Anvil

Tuner Hunt

GM Notes

This adventure is designed for 4 level 1 characters. This adventure is based upon Ultra Modern Redux rules using the Ultra Max rule set and the Dark magic rule set. It assumes that all adventure rewards, such as experience and renown, are awarded at the completion of the adventure. Awarding experience during the adventure could cause PCs to level and change the difficulty of the adventure.

Storyline

George Edward Darnell was a medical student that was discovered to be a Tuner. He was stripped of his rank and was arrested. He has escaped from Camp Hope and is running to Necropolis in an effort to avoid trial and being a test subject for The Doctors.   A major goal of this adventure is for the party to learn that The Others are not treated well in Camp Hope and that they do not have the same rights as Humans. It is important that the party understands the risks that they face if they choose to use Dark.

Locations

Camp Hope

This adventure starts in Camp Hope where the party is taking some down time. After they have completed their down time activities, have them go to the Bounty Office where Enzo Cosima notifies them of a new bounty.
Related Organizations
Related Locations

Duanesburg House

1 day of travel from Albany New York on route 20 will take them to Daunesburg, which is a town between Albany and Rochester. Route 20 and Route 7 intersect in this town. At this intersection there is a house that George Edward Darnell has used to rest.
  • 6889 Duanesburg Rd, Duanesburg, NY 12056

Sprakers House

1 day travel from the Daunesburg House will bring them to this location. George Edward Darnell took route 20 and then turned onto 162. He stopped at a house in the outskirts of Spraker, New York to rest.
  • 598 NY-162, Sprakers, NY 12166

St. Johnsville House

1 day travel from the Sprakers House will bring them to this next location. George Edward Darnell continued on route 162 into Spraker, New York. In town, he got onto route 55. He followed route 55 into Canajoharie. In Canajoharie, he got onto Church street, then Grand street which is also Highway 5 which he followed into St. Johnsville. He got onto Bridge Street and stayed at this house to rest.
  • 22 Bridge St, St Johnsville, NY 13452

Mohawk House

1 day travel from the St. Johnsville House will bring them to this next location. George Edward Darnell left St. Johnsville on Bridge street which is also Route 61. He continued onto this road which merges with and become Route 65. He took Mindenville Road to connect with Route 55 again. He followed this road all the way into Mohawk where he got onto Warren street. He stayed at this house to rest.
  • 8 Warren St, Mohawk, NY 13407

Rome House

1 day travel from the Mohawk House will bring them to this next location. George Edward Darnell left Mohawk by getting back onto Route 55 which he followed into Utica. While in Utica, he used Route 12 (also 790) to connect with Route 49 which he followed until he got to the outskirts of Rome. Here he left the road, walking through a field, to get to Kilbourn road where he could see some houses. He rested in this location.
  • 7757 Kilbourn Rd, Rome, NY 13440

Inciting Event (Hook)

  Upon completing their week of downtime, the party goes to the Bounty Office to look for work. Upon arriving at the office, Enzo Cosima will inform them of the new bounty that has been placed upon George Edward Darnell. See the side panel for bounty handout.

More Information and Resources

The first objective for the party is to determine what route the fugative took when leaving Camp Hope. They can accomplish this by meeting with Jacqui Jerilyn Newport who will tell them that he was last seen going over the wall and heading into Albany on Route 20. They can also get this information by rolling a survial check DC 15 to track him. If they talk with Jacqui, she will tell them that they can buy a dog from the Watch to help them track the fugative. Use the Mastiff stat block for this dog. If they buy a dog, they will get advantage on their Guide checks while travelling. Jacqui will also provide them a photo of George Edward Darnell.

Travel

This adventure includes traveling across New York in an effort to track down George Edward Darnell. See the Travel Rules for the rules to cover this distance. They can search each of the houses that they rest at using the Scavenging Rules, click on the link above for the details of each location. They may also choose to scavange other houses or locations along the way. In those cases, use one of the provided CR 1 Locations.   George Edward Darnell has a day of travel lead on the party. Assuming that their guide passes all of their checks, they can catch up with him. If they choose to rush, they can catch up with him on their 3rd day of travel, at the St. Johnsville House. If they choose to travel at a normal pace, they will catch up with him on their 5th day of travel, at the Rome House.   If their guide fails their check, they will loose his trail and it will be less likely that they can catch up with George Edward Darnell. Failing will cost them a day of travel and they will have to rush for the remainder of the journey in order to catch up with him at the Rome House. Failure by 5 or more means that the party is moving in the wrong direction and this will result in them loosing 2 days of travel. The only way that the party could make up this ground is to rush the remainder of the journey and choose to forgo a rest for a night. If they choose to do this, they can still catch up with him at the Rome House.   If their guide has failed checks and they have not taken the required measures to catch up with him, they will loose his trail in Rome. This means that they will be able to track him that far, but following him beyond that point becomes impossible.

Weather

This adventure starts on May 31, 113 SE. This means that in New York, it is summer. Each day's weather lasts the duration of the day of travel (including each phase of travel). The weather for the week is as follows:
  • May 31, 113: 77 / 72 °F Sunny. Humidity:40% Wind:3.107 mph to the north
  • April 1, 113: 63 / 55 °F Heavy Rain and morning Fog. This gives disadvantage for Guide checks. Humidity:90%, Wind:1.864 mph North
  • April 2, 113: 52 / 48 °F Sunny. Humidity:19% Wind:5.593 mph North
  • April 3, 113: 57 / 54 °F Sunny. Humidity:45% Wind:3.728 mph North
  • April 4, 113: 72 / 68 °F Sunny. Humidity:51% Wind:0.621 mph North
  • April 5, 113: 50 / 46 °F Fog. This gives disadvantage for Guide checks. Humidity:91% Wind:8.7 mph North East
  • April 6, 113: 79 / 70 °F Passing clouds. Humidity:50% Wind:2.486 mph North

Heavy Rain Rules

Everything within an area of heavy rain is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.

Random Encounters

Depending on how their rolls go while they are traveling, they might have some random encounters that could interupt thier rest. If there is a random encounter, you can use this table to select the encounter they have.  
 
Animyst Ape Basic Combatant
Character | Apr 13, 2024
Animyst Ape Guy with Fire
Character | Apr 13, 2024
Animyst Ape Brawler
Character | Apr 13, 2024
Animyst Ape Warrior
Character | Apr 13, 2024
Vevirr
Character | Apr 13, 2024
Rat
Character | Mar 22, 2024
Construction Worker
Character | Mar 23, 2024
Wolf
Character | Apr 6, 2024
Warrior
Character | Mar 14, 2024
Brawler
Character | Mar 10, 2024

Obscurement 

Many of the buildings that they explore will be in dim light since they do not have any interior lights. The light level can also be effected by the time of day that the party is completing tasks. Obscurement can also be an effect of the weather

Light Obsucrement

In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight. Grants a +2 AC bonus to any defender within this area.

Heavy Obscurement

A heavily obscured area--such as darkness, opaque fog, or dense foliage--blocks vision entirely. A creature effectively suffers from the blinded condition when trying to see something in that area. Grants a +5 AC bonus to any defender within this area.  Blinded

A blinded creature can't see and automatically fails any ability check that requires sight. Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.

Resolution

When the party catches up with George Edward Darnell, they will have to choose if they are going to kill him or help him escape. In either case, they will receive the experience rewards for having overcome him and his mastiff.

Immediately Attack

The party can choose to immediately attack George Edward Darnell when they find him. In this case, he will do his best to defend himself and will attack the party in return. He will have a mastiff with him who will defend him. If he receives any damage in the critical wounds category, he will attempt to escape. The mastiff will flee with him. He will use his Dark to heal himself and the mastifff as needed. If he runs out of Vessel he will also flee.

Social Interactions

If the party chooses to talk with George Edward Darnell, he will explain that he is only trying to survive and doing what he must. He will offer to help the party fake his death and provide them with a blood sample if they can convince him that they do not intend to kill him. During the interaction with the party, he will use his Detection skill in an attempt to tell if any of the PCs have Dark. If they have a Vigor score above 12, he would Detect them with a DC 15. If they have used any spells within the last few minutes, that DC would be 10. If he Detects anyone with Dark, he will then Commune with them to directly plea his case.   George Edward Darnell starts as a hostile creature as he believes that the party is there to kill him. He will not immediately attack them, but he does not trust them nor will he readily help them. The party will need to succeed on a Charisma check to convince him to do anything on their behalf, see the social interactions rules for details. In order to change him from hostile to indifferent, they must first convinvce him that they are not trying to kill him and then succeed on a Charisma check DC 15. He cannot be moved further then indifferent. If the party fails to convince him that they are not trying to kill him or cannot move him to indifferent, he will attempt to flee.

Rewards

General Rewards

The rewards for this adventure will vary depending on how the party has moved through the story. Each travel day has the chance of a random encounter which would yield them experience points and possible loot. Scavaging locations would award them possible loot which is generally given at the time of the scavaging.

The Bounty

If the party killed George Edward Darnell they will easily receive the rewards for their bounty. If they attempt to fake his death, they will need to make a skill check to decieve the watch. This is a contested check against Jacqui's insight. If she discovers that they are faking their evidence, she will fine them 200 credits each PC for a false report and they will not be given the bounty rewards. Additionally, they will loose 1 renown with the Town Watch and gain 1 renown with The Solstice Syndicate. If they convince her that the fake evidence is real, she will give them the bounty rewards. They will also get 2 renown with the Town Watch and the Church of Hope. They will get 3 renown with The Doctors. They will loose 3 renown with The Solstice Syndicate.

Comments

Author's Notes

Handout created using Adbode Express.


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