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Horror On Mars 1

A guide with maps

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Bloodywolfie 161
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100% found this document useful (1 vote)
47 views11 pages

Horror On Mars 1

A guide with maps

Uploaded by

Bloodywolfie 161
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Adventure Summary

Act 1: Unsettling Players must triangulate the source of the highest


spore concentration.
Disappearances Along the way, they deal with more advanced fungal
monsters (myconid-like creatures and spore-infused
1. Introduction: colonists).
The party is stationed at a nearby Martian base or on They also meet survivors, who provide insights and
a passing space vessel. They receive a distress call potential temporary NPC allies.
from the Mars colony celebrating Halloween. Act 3: The Black Fungus
Background: Earth’s first shipment of candy has
arrived on Mars for Halloween celebrations. Reports Hive
suggest that colonists are disappearing or acting
strangely after consuming the candy. 1. Entrance and Guardian:
2. Journey to the Colony: The hive’s entrance is guarded by a massive fungal
monster, a once-human sentinel. This presents a
Space hazards (asteroids, solar flares) can serve as major combat challenge.
encounters or skill challenges. Environmental hazards: Toxic spores that require
The party finds an abandoned space shuttle drifting CON saves to resist temporary madness.
near Mars, which contains initial clues such as half-
eaten candy and an audio log detailing the start of 2. Delving Deeper:
the chaos. Inside, the hive is a maze of organic chambers.
3. Investigating the Colony: Echoes of past victims’ memories (holographic-like
apparitions) depict the colony’s downfall.
Signs of hasty barricades, empty wrappers, and Puzzle challenges: Navigating the hive may require
glimpses of mutated colonists. understanding the fungus’ life cycle or manipulating
Combat encounters with minor fungal monsters the environment (humidity, temperature) to proceed.
(spore zombies).
Clues about candy’s impact: Some colonists 3. Heart of the Hive:
documented their experiences, hinting at the candy Players discover a gigantic fungal bloom - the source
being the source of the transformation. of all spores. It pulses and mutates, spawning
Act 2: Piecing the defenders when threatened.
Scientific Solution: Players realize that introducing a
Mystery Together counter-agent (e.g., a specific chemical or extreme
heat) can kill the central bloom. They must procure
1. The Infected Labs: or create this while fending off waves of enemies.
The candy was stored in a specific laboratory to Final Combat: As the solution takes effect, the
check for Martian contamination. The lab now central bloom spawns a final boss-like fungal entity.
shows the highest concentration of infection. Defeating it ensures the hive’s destruction.
Clues: Reports of unusual mold growth on candy Conclusion:
after arrival; sugar interacting with dormant Martian With the central hive destroyed, the fungal infection
fungal spores. across the colony begins to wane.
2. The Scientist’s Log: The colony is saved, but the trauma and paranoia
remain. Strict regulations on any future imports are
The players locate the room of the lead scientist who imposed.
suspected something amiss. They find: The party is hailed as heroes, with rumors of other
Detailed notes on the sugar’s strange reaction mysterious Martian threats that might require their
with a previously benign Martian fungus. expertise in the future.
A microscope that allows a PC to see the
fungus taking over a sample.
An audio log hypothesizing a central hive
where the fungus is most potent.
3. Epicenter Determination:
6. Plan Encounters & Challenges:
Notes:
Action: Familiarize yourself with any combat
encounters, puzzles, and skill challenges. Ensure you
The environment plays a critical role. The thin Martian
atmosphere, reduced gravity, and the omnipresent threat understand the mechanics and how they play out.
of fungal spores should always be at the forefront of Tip: Be prepared to adjust the difficulty on-the-fly
challenges and descriptions. based on your party’s progress and feedback.
To keep it suitable for players lvl 10-13, integrate high CR
fungal and spore-based creatures, environmental dangers,
and psychological horrors. 7. Anticipate Player Choices:
Emphasize the horror and mystery elements, with the Action: Think about potential decisions players
looming threat of infection creating urgency. might make that aren’t explicitly covered in the
adventure.
Tip: While you can’t predict everything, having a few
contingency plans for common choices (like trying to
communicate with Earth or avoiding certain areas)
can be helpful.
DM’s Preparation Guide
8. Set the Atmosphere:
1. Understand the Narrative:
: Read through the entire adventure to get a Action : Consider lighting, background music, and
Action
sense of the plot, pacing, and major events. sound effects that can enhance the horror and
Tip: Consider what themes you want to emphasize,
mystery themes.
Tip: Ambient space sounds, echoing footsteps, or
whether it’s the horror element, the mystery, the distant eerie whispers can elevate the experience.
science, or a combination of these.
9. Recap Session Zero:
2. Familiarize with Key Characters:
: Review the character list. Understand their Action : Ensure that players understand the setting
Action
motivations, their roles, and any potential dialogue and are comfortable with horror themes.
Tip: Communication is key. Discuss boundaries and
or clues they provide. ensure a safe word or signal for content that might
Tip: Feel free to tweak or personalize any character
to better fit the dynamics of your player group. be too intense.
10. Stay Flexible:
3. Prepare the Battlemaps:
: Gather battlemaps attached to this adventure Action : Remember that player agency is paramount.
Action
post (Patreon.com/Zenmaps). Use drawing software, The adventure guide is a framework; players might
grid paper, or online platforms like Roll20 if playing come up with solutions or actions you didn’t
virtually. anticipate.
Tip: Embrace the unexpected. Sometimes, the most
Tip: Always keep a backup generic battlemap for
unplanned encounters. memorable moments come from off-script events.
4. Review Documents & Logs: Use this guide as a checklist in your preparations.

Action : Print out or have digital copies of the Remember, the primary goal is to ensure everyone has fun
and gets immersed in the story. Good luck, and enjoy your
documents and audio logs. Read them aloud to Martian mystery!
yourself to practice delivering them in-game.
Tip: You can use background music or sound effects
to set the mood when playing audio logs for added
immersion.
5. Understand the Science:
Action : Read the scientific explanation about the
fungus and its interaction with sugar.
Tip: This will enable you to answer any questions or
curiosities the players might have and enhance the
believability of the setting.
Get More Free Adventures at patreon.com/zenmaps
Characters Role : Provide a temporary safe haven, offer supplies,
and potentially share rumors about the hive’s
1. Distressed Colony Member: location. Interaction with them offers role-playing
Description : A panicky voice on the communication opportunities and adds depth to the story.
device, male or female, with a notable Martian
accent (perhaps slightly robotic or static-filled due to 7. Fungal Behemoth (Guardian):
transmission issues). Description : A once-human figure, now towering and
Role: To relay the fragmented distress call to the covered entirely with fungal growths. Its movements
party and provide the initial hook to the story. are lumbering, and its face is an unrecognizable
mass of spores.
2. Captain of the “Starstrider” (if the Role: A primary combatant guarding the hive’s
party is on a space vessel): entrance. Acts as a formidable challenge and
Description : A seasoned space traveler with sharp foreshadows the horrors within the hive.
features, adorned with medals and insignia. Has
seen many oddities in space but nothing like this. 8. The Fungal Core:
Role: To offer advice, potential rewards, or resources Description : The sentient heart of the fungal bloom.
to the party. Might also provide moral support or Its appearance is amorphous, with tendrils and pods
pressing urgency. that pulsate. It has a mesmerizing, yet grotesque
beauty.
Role: The primary antagonist and final boss. Its
3. Infected Scientist:
: A person in tattered lab gear, their skin defeat is essential for the colony’s salvation and
Description
showing early fungal growths. Eyes hollow with a represents the climax of the adventure.
distant, lost expression.
Role: Acts as an early hint of the fungal infection’s These characters, both minor and major, help create the rich
effects. Possesses the keycard for the Bio-Safety tapestry of the adventure. The DM can further personalize
Lab, which can be looted by the players. and expand upon these descriptions to best fit their
campaign style and the preferences of their players.

4. Helios Bio-Research Team Scientist:


Description : The lead scientist responsible for
analyzing the candy shipment. Middle-aged with
distinctive glasses, their logs show their progression
from excitement to dread.
Role: Through their audio and video logs, they
provide critical clues and set the stage for the
epicenter’s discovery. The scientist’s safe in their
living quarters also provides players with valuable
resources.
5. Terrified Colonist:
Description : A civilian, clothes stained and face
streaked with tears. Shows genuine fear and
desperation, clutching a personal item (like a locket
or picture).
Role: Introduces a side quest or adds emotional
weight to the story. Pleading for help, they push the
party to rescue trapped family members or offer
insights into the colony’s downfall.
6. Non-Infected Survivors:
Description : A mix of colony members, from
engineers to children, huddled in a fortified camp.
Show signs of prolonged stress and fatigue.
Act 1: Unsettling Initial Encounters :
Disappearances Ambush by Spore Zombies : As players
venture further, 1d4+2 spore zombies (use
1. Introduction: Zombie stats but add a spore burst ability:
: The party is stationed at a nearby Martian when killed, release spores in 10ft, CON save
Setting
base, called “Ares Outpost,” or on a passing space DC 14 or be poisoned) ambush them.
Survivor’s Plea: A terrified colonist, hiding,
vessel, the “Starstrider.” pleads for help. Their family is trapped in a
Distress Call: The party’s communication devices building surrounded by “those things.”
crackle to life with a fragmented message from the Clues and Exploration:
Mars colony, “Halloween celebration… candy from
Earth… people changing… need help!” Barricades: Makeshift barriers hint at the
Hook Mechanics: colonist’s desperate attempts to fend off the
If the players hesitate, you can use a infected.
Central Lab: The place where the candy was
Persuasion check (DC 15) from an NPC, such first unpacked. If players inspect, a Medicine
as a distressed colony member or the captain or Investigation check (DC 15) shows that the
of their vessel, to convince them of the candy has a peculiar mold growth not seen on
urgency. the rest of Mars. A sample might be worth
Alternatively, offer a monetary reward or keeping.
critical supplies needed for their larger Holo-Recordings: Scattered around are
mission. holographic recordings of the Halloween
celebration. As they progress, the merriment
2. Journey to the Colony: turns to chaos. Players witness the
: transformation of colonists after consuming
Space Travel Mechanics candy.
Navigation: Players must navigate to the
colony. INT-based skill check (DC 17) using Additional Notes:
navigation tools or ship’s computer. Failure : Mars’s thin atmosphere and
can lead to a longer journey or a hazardous Environmental Factors
reduced gravity (3.71 m/s^2, about 0.375 that of
event. Earth) should be considered:
Hazard - Asteroid Belt: DEX saving throw (DC
16) to dodge fast-moving asteroids. Failure Acclimatization: If players aren’t wearing
results in ship damage or injury. appropriate space gear, CON saving throws
Hazard - Solar Flares: CON saving throw (DC (DC 13) are needed to prevent exhaustion.
15) to resist radiation effects. On a failed save, Reduced Gravity: Players can jump 3 times as
a player takes 2d10 radiant damage and is far, and items weigh 0.375 their usual weight.
weakened. This can be useful for puzzles or unique
The Abandoned Shuttle, “Sol Seeker”: combat situations.
Mood and Atmosphere: Maintain a tense and eerie
Floating ominously, lights flickering. A atmosphere. Use descriptions of desolate Martian
magnetic lock can be used to attach and landscapes, distant dust storms, and the haunting
explore. remnants of the Halloween festivities.
Inside, they find empty candy wrappers and an
audio log. Playing it reveals terrified voices,
“It’s the candy! It’s changing everyone!” Using the above structure, DMs can weave in their own
Investigation check (DC 14) reveals a strange narrative touches, adjust for their party’s specific strengths
black mold on some candy wrappers. and quirks, and set the tone for a thrilling adventure on
Martian soil.

3. Investigating the Colony:


Landing Site : The colony, named “Helios Haven,”
appears eerily quiet. The once-bustling central plaza
is littered with decorations and remnants of the
Halloween festival.
Act 2: Piecing the Hidden Safe : A Perception check (DC 17) will reveal
a floor safe containing antidotes (gives advantage on
Mystery Together next CON save against spores) and a map with
potential hive locations marked.
1. The Infected Labs:
3. Epicenter Determination:
Setting : A large, dome-shaped structure reinforced :
with Martian alloys. It’s labeled “Bio-Safety Lab: Tracking the Source
Authorized Personnel Only.” Using the scientist’s map and their own
Entrance Mechanics:
observations, players must triangulate the
The door is locked with a biometric scanner. hive’s location. This can be a series of
Players can try to hack it with an INT-based Survival or Investigation checks (DC 15) with
skill check (DC 18) using Thieves’ Tools (re- each success bringing them closer.
flavored as tech tools). Encounters Along the Way:
Alternatively, a keycard can be found on a Spore Patrols: Groups of 2-4 advanced fungal
nearby infected scientist or in a nearby monsters (use Myconid Sovereign stats but
administration office. add a blinding spore burst ability: on hit, DEX
Inside the Lab:
save DC 16 or be blinded).
Hazard - Containment Breach: Some Survivors’ Camp: A fortified camp with a few
experimental organisms, besides the fungal non-infected colonists. They provide shelter,
monsters, have broken free. They can act as share rumors of the hive’s location, and can
additional combatants or environmental assist with supplies. If players share the
hazards. antidote from the scientist’s safe, they might
Clue - Research Notes: Scattered papers and gain an NPC ally.
computer logs detail the candy’s initial storage Final Clue - Ground Zero:
and hint at unusual growths. An Investigation A specific building or underground location
check (DC 16) allows players to piece together
a timeline. with thick black spore trails leading to it.
Fungal Sample Analysis:
Here, players can confirm their suspicions,
and the entrance to the hive becomes clear.
Using a Microscope: This reveals the fungus’s
aggressive takeover of sugar crystals. A Additional Notes:
successful Nature or Science check (DC 16) Environmental Factors : As players approach the
will provide insights into its rapid epicenter, the atmosphere becomes denser with
reproduction when in contact with the sugar. spores. Regular CON saving throws (DC 15) are
2. The Scientist’s Log:
needed to resist minor hallucinations or memory
lapses. These can be used by the DM to add
Setting : A living quarter nearby, distinctly marked narrative tension or misdirection.
with the symbol of “Helios Bio-Research Team.” Mood and Atmosphere: The progression of decay
Entrance: and infection becomes more apparent. Descriptions
of buildings covered in fungal growths, distant
The door isn’t locked, but inside, the screams or cries, and moments of eerie silence can
atmosphere feels dense and heavy with enhance the sense of foreboding.
spores. CON saving throw (DC 14) or players Resource Management: As players delve deeper,
feel lightheaded (disadvantage on next skill their resources (like oxygen or antidotes) might start
check). depleting. They’ll need to strategize and possibly
Inside the Living Quarter: decide between helping survivors or conserving for
Clue - Audio and Video Logs: Played on a
their mission.
holo-projector, these logs document the
scientist’s discovery and growing horror. The By the end of Act 2, the players should have a clear sense of
final log shows the scientist, on the verge of purpose and direction, and the looming threat of the hive
transformation, hypothesizing the existence of pushes them to Act 3’s climactic confrontation..
a central hive.
Act 3: The Black Fungus Setting : A vast cavern dominated by a gigantic fungal
bloom, pulsating and releasing spores. Surrounding
Hive it are pools of a thick, sugary substance — the
remnants of the consumed candy.
1. Entrance and Guardian: Primary Objective:

Setting: The entrance to the hive is a massive, Players must destabilize the central bloom.
gaping hole, once an underground storage facility. This can be achieved by:
Now, it’s lined with thick black fungal growths and 1. Chemical Counter-agent: Introduce an
emits an ominous hum. antidote or fungicide to the sugary
Guardian Encounter: pools. Requires an INT or Wisdom
(Alchemy) check (DC 18).
Fungal Behemoth: This once-human sentinel 2. Physical Disruption: Destroying key
has morphed into a towering fungal creature. structural points on the bloom. A series
Use stats similar to a Stone Golem but add a of STR or DEX checks (DC 16) to reach
spore cloud ability: as a bonus action, it and strike these points.
releases a cloud of spores in a 15ft radius, 3. Thermal Solution: Overheat the
requiring a CON save (DC 17) or be paralyzed environment to kill the fungus. Players
for 1 round. need to locate and modify the facility’s
Environment Interaction: Players can use the old temperature controls.
surrounding terrain, like loose rocks or high Final Combat:
ledges, to their advantage during the fight.
The Fungal Core: As the central bloom
2. Delving Deeper: weakens, it detaches its core — a sentient
fungal entity. Use stats similar to an Aboleth
Setting: A labyrinthine network of organic chambers. but with added fungal abilities:
The walls pulsate, and the air is thick with spores. Spore Control: As an action, it can
Hazard - Toxic Spores: attempt to control a player, WIS save
(DC 17) or be controlled for 1 round.
Periodically, or in specific chambers, players Regenerative Sugar: It can heal by
must make CON saving throws (DC 16). On a absorbing nearby sugar pools. Players
failed save, they experience hallucinations or can block or contaminate these pools to
gain a level of exhaustion. The DM can create prevent healing.
hallucinatory scenarios or false threats to
disorient players. Conclusion:
Puzzles & Challenges:

Life Cycle Puzzle: To proceed, players must


With the destruction of the core, the hive starts to
correctly sequence stages of the fungus’s life collapse. Players must escape, potentially facing
cycle. Incorrect sequences spawn fungal remnants of fungal creatures or navigating
minions. crumbling caverns.
Environment Manipulation: Some chambers
Once outside, the black fungus around the colony
might be too flooded with spores. Players starts to recede, and the air begins to clear.
need to find ways to ventilate the room or Survivors emerge, sharing tales of their experiences
protect themselves. and expressing gratitude.
Combat Encounters:
The party’s reputation grows, not just as saviors but
also as experts in extraterrestrial anomalies. The
Fungal Offspring: Smaller versions of the door opens for more space-based adventures.
guardian. They attempt to ambush or
surround players in tighter chambers.
Hallucinatory Defenders: In some rooms, the
spores create illusions of loved ones or past
enemies. Players must discern reality from
illusion or face emotional confrontations.
3. Heart of the Hive:
Additional Notes:
Environmental Descriptions: Emphasize the alien
and horrifying nature of the hive. Vivid descriptions
of the walls’ pulsations, the eerie silence broken only
by distant moans or drips, and the overwhelming
sense of being inside a living entity can enhance
immersion.
Emotional Weight: Highlight the tragedy of the
colony’s downfall. Use logs, remnants, or even brief
interactions with not-yet-fully-transformed colonists
to drive home the horror.
Rewards: Besides the traditional XP and potential
loot, players can also gain unique benefits, such as
research opportunities on the fungus, alliances with
Martian colony factions, or even property rights on
Mars.
By the end of Act 3, players should feel a mix of relief,
triumph, and the haunting weight of the horrors they
witnessed. This blend sets the tone for potential sequels or
related adventures in this space-themed campaign.
Appendix 1: Documents and Logs
Research Notes from the Bio- Log #3:
Safety Lab: Dr. Rowe, visibly distressed: “Things are escalating.
Multiple colonists are reporting hallucinations,
Document #1: aggressive behaviors. There’s a clear correlation with
candy consumption. We’re recommending an
RESEARCH LOG 2168-10-28 immediate halt on consumption and isolation of affected
Subject: Earth-Origin Candy Shipment individuals.”
for Halloween Celebration
Log #4:
The candies have arrived in pristine The video feed is shaky. Dr. Rowe looks exhausted, her
condition. Initial tests show no face showing early signs of fungal infection: “It’s worse
contamination during space transit. All
than we thought. The fungus isn’t just on the wrappers;
set for tomorrow's distribution. The
colonists are beyond excited for their it’s inside the candies. It’s… using the sugar to grow, to
first-ever Mars Halloween! spread. Theories suggest a possible interaction with a
dormant Martian fungus strain. We’re… cough …trying
Document #2: to find a solution. There might be a… a primary source.
A hive? If I don’t make it, whoever finds this - stop it at
RESEARCH LOG 2168-11-01 the source!”
Subject: Anomalous Growth Observation
These logs and documents are intended to provide the
Post-Halloween, we've received multiple players with a narrative breadcrumb trail. The DM can
candy wrappers with peculiar black personalize these or expand upon them to craft a richer
residues. Initial microscopic storyline and maintain the atmosphere of suspense and
evaluations hint at fungal activity. horror throughout the adventure.
It's impossible! We've kept strict bio-
controls. Further analysis required.

Document #3:
RESEARCH LOG 2168-11-03
Subject: Rapid Fungal Replication

The black residue is a fungus, showing


extremely aggressive growth on sugar.
But how did it get there? The candies
were sealed. Cross-contamination from
Mars surface samples? We're delving
deeper.

Audio and Video Logs from the


Helios Bio-Research Team
Scientist:
Log #1:
“This
The video feed clicks on. The scientist, excitedly:
is Dr. Elysia Rowe of the Helios Bio-Research Team.
We’ve just received our first candy shipment from
Earth! It’s been years since I tasted these! Tomorrow’s
Halloween is going to be memorable.”
Log #2:
“Dr. Rowe here, again.
The scientist, slightly puzzled:
There’ve been reports of some… strange residues on the
candy wrappers. Initial findings hint at a fungal growth.
But that shouldn’t be possible. We’re investigating
further.”
Appendix 2:
Monster Stats STR 23 (+6) | DEX 10 (+0) | CON 18 (+4) | INT 6 (-2) |
WIS 10 (+0) | CHA 7 (-2)
Fungal Thrall Senses Blindsight 120 ft., passive Perception 10
Languages —
Medium humanoid (infected), chaotic evil Challenge 10 (5,900 XP)
Armor Class 12 (natural armor)
Hit Points 40 (9d8) Traits
Speed 30 ft. Legendary Resistance (3/Day). If the Sporelord fails
STR 12 (+1) | 10 (+0) | 14 (+2) | INT 4 (-3) |
DEX CON a saving throw, it can choose to succeed instead.
WIS 6 (-2) | 5 (-3)
CHA
Actions
Senses Blindsight 60 ft. (blind beyond this radius), The Sporelord makes two tentacle
passive Perception 8 Multiattack.
attacks.
Languages understands its previous languages but can’t
speak Tentacle. Melee Weapon Attack: +10 to hit, reach 10
Challenge 2 (450 XP) ft., one target. Hit: 18 (3d6 + 6) bludgeoning damage
and the target is grappled (escape DC 16).
Traits
Fungal Resilience. The thrall is immune to being Legendary Actions
blinded, deafened, frightened, and poisoned. The Sporelord can take 3 legendary actions, choosing
from the options below. Only one legendary action can
Actions be used at a time, and only at the end of another
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., creature’s turn. The Sporelord regains spent legendary
one target. 7 (2d4 + 2) slashing damage.
Hit: actions at the start of its turn.
Spore Cloud (1/Day). A 15-foot radius of spores Attack. The Sporelord makes a tentacle attack.
extends out from the thrall. Those within the area Summon Thralls (Costs 2 Actions). The Sporelord
must succeed on a DC 14 Constitution saving throw releases spores, summoning 2d4 Fungal Thralls
or be poisoned for 1 minute. from the nearby ground.
Mycological Brute Feel free to adjust these stat blocks to better fit the
challenge level and theme of your adventure!
Large humanoid (infected), chaotic evil
Armor Class 14 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 25 ft.
STR 18 (+4) | 8 (-1) | 16 (+3) | INT 3 (-4) |
DEX CON
WIS 7 (-2) | 5 (-3)
CHA
Senses Blindsight 60 ft., passive Perception 8
Languages —
Challenge 5 (1,800 XP)
Traits
Spore-Covered. When the brute is hit with a melee
attack, the attacker must succeed on a DC 15
Constitution saving throw or be poisoned.
Actions
The brute makes two slam attacks.
Multiattack.
Slam. Melee Weapon Attack:+7 to hit, reach 5 ft.,
one target. 13 (2d8 + 4) bludgeoning damage.
Hit:

Sporelord
Huge monstrosity (infected), chaotic evil
Armor Class 16 (natural armor)
Hit Points 180 (16d12 + 64)
Speed 20 ft.
Sweet, Sweet

terror
In the vast reaches of space, on the distant crimson
frontier of Mars, the colony’s first-ever Halloween
celebration was set to be a momentous occasion.
The shipment from Earth had brought not just
essential supplies but a luxurious addition: the
first candy to ever touch Martian soil, promising a
festive night of joy, nostalgia, and shared tales
from home.
But as the night unfolds, communications from
the colony cease, ships in orbit receive only static,
and it becomes clear that beneath the revelry,
something sinister has awakened.
It’s up to a brave group of adventurers to unveil
the mysteries of the red planet and ensure the
safety of humanity’s distant outpost.

Adventure Idea by Patron Jason Witt. Adventure


Guide, scenes, characters and tokens by Zenmaps
www.patreon.com/zenmaps

Homebrewery.Naturalcrit.com

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