Monster Mess – A One-Shot Party Adventure

Find the character sheets and rules at: One-Shot.JenEric-Designs.ca

Description

You are a teen who needs to do community service and have been placed on super-cleanup duty. Westmeath has had a rash of monster attacks and although they don’t leave any biological matter (thankfully) they do make a mess of the city. You are assigned to deal with a mess in the downtown core after a group of flying monkeys attack.

The adventure should take approximately 1-3 hours, depending on the Party.

Setting

Westmeath, Canada’s fourth largest city, is the tech hub of North America. It’s also one of the most crime-ridden cities, fueled by prominent gangs and corporate espionage. It is also a place where magic, aliens, and technology meet. 

It’s June 2003 and the party is assigned to clean up the Hedy Lamarr Memorial Park in downtown after a group of flying monkeys destroyed the advanced WiFi transmitter installed in the park.

Suggested Backgrounds

The players can be anything they want, but here are some fun choices for their background: 

Aetherborn: Beings created with magic and the human imagination. They are copies of sentient people from mythology or pop culture. 

Alien: From all over the galaxy, Aliens have innate powers; mostly combat, but a few royals can heal.

Human: Humans are the most adaptable and scariest creatures in the universe.

Suggested Reasons for Community Service

Petty Crime: You did it and you got caught but let’s be fair it’s not that bad.

Parental Privilege: You did something bad but because of your last name or family fortune you got off easy.

University Admission: You really want to get into that university program and the best way is to have way too many extra credit activities along with your high grades.

High School Credit: It was this or parenting and there was no way you were going to carry a bag of flour around like it was a baby.

Fought Back: They started it, you ended it but you were the one who got in trouble.

Mistaken Identity: It wasn’t you but no one believes it.

Story

Part 1: Cleaning the park

The officer who’s in charge of the group gives them their cleaning tools and then tells them to clean up the park. He then leaves to find “decent coffee”.

The park is set between three large buildings and is a perfect square. The walls of the building have been painted in murals dedicated to women scientists. In the center of the park is a four-metre tall statue of Hedy Lamarr. There is a swing set, several trees, a slide, and a destroyed plot that must have been a flower garden.

The park is filthy, covered in shards of glass, metal, and more garbage than the players have ever seen.

Let the players talk amongst themselves. With a Luck or Mind check of 3, they find pieces of the WiFi transmitter with DoorTech logos on it. With a Mind of 4 they recognize the tech as not being human design.

Have the players all do a Mind check and have the highest remember that the statue used to be a hologram and not a large brass statue.

Part 2: Gang encounter

As they are cleaning, a group of men in purple jackets come by and start heckling them. They are a local gang called the Blue Bloods. If one of the players has done something criminally impressive, they try to recruit them. There are the same amount of gang members as players.

The gang members are aggressive in their taunts and recruitment. Either way they are looking for a fight. The players can avoid a fight by bluffing that they’ll join, intimidating, or outsmarting them. Have the players role against the gang members’ Luck.

Part 3: Strange noises and a big red button

After the gang members leave, their chaperone comes back and berates them for how little they’ve done before leaving for more coffee.

A Luck, Body, or Mind of 2 will have them finding a large button hiding in the mural of Hedy Lamarr. There are weird squeaks and chirps coming from behind the mural. If they press it, it opens a large door that leads to a staircase going down.

Part 4: Monkeys in the secret room

If the players choose not to go into the secret area or even hit the button, have 3-5 Flying Monkeys come out of the door as they go back to cleaning.

If they decided to explore, they will find a secret surveillance lab. A Mind or Luck 2 will have them realize that Door Tech has found a way to use WiFi to map and surveil areas, which was why they’d installed the large WiFi transmitter.

There is a door at the other side of the lab that seems to be a weapons cache.

As they decide to leave the room, 3-5 flying monkeys fly in from outside and attack.

Part 5: Statue

Once the players have fought the monkeys, have the police officer return and offer them a donut. It will heal 2 health.

If they tell him what happened, he doesn’t believe them, if they don’t, he sits on a swing and starts to eat a donut.

Just as the players are finishing up the park cleaning, they find an inscription at the base of the statue that says, “All creative people want to do the unexpected.” It’s attributed to Hedy Lamarr and once they’ve read it, the statue comes to life and tries to kill them. The police officer faints.

The statue disappears after it’s defeated.

Conclusion

After they’ve defeated the statue, three military vehicles with the DoorTech logo show up and interrogate the players. A luck or mind 3 will be enough to bluff that they haven’t seen anything. The police officer wakes up and helps the players get away from the DoorTech security teams.

If the players go to the police about the underground they are dismissed as making stuff up. If they go back, the button is gone. Have the players be visited, together or separately, by either the Blue Bloods or DoorTech with offers of scholarships, recruitment, internships, or something else the player(s) would want.

If the players have cruised through the adventure, you can have them visited by the local superhero team of the Phantom and the Wraith. The heroes believe them and want to know more. They promise to get to the bottom of it.

Opponents 

Blue BloodsFlying MonkeyStatue
Health526
Defence556
Body304
Mind030
Luck334
AbilitiesBrass Knuckles 2
Stun Gun 2
Bite 2
Scratch 1
Giant fist 2
Explode Electronic 2

Read More about Westmeath in Monsters! Incidental Wedding Guests

The week before Kennedy and Jason’s wedding is busy. There are cake tastings, dress fittings, a formal ball, and, as their superhero personas the Phantom and the Wraith, fighting monsters.

These behemoths are destructive, smell like snack food, and are only after one thing: Door Tech Industries technology.

Adding to the chaos are their friends and families; Jason’s grandmother has returned after having been missing for half a century, Kennedy’s mom is dead-set on keeping things traditional, and Jason’s best friend is kidnapped before the rehearsal.

Kennedy and Jason just want to get married, preferably before the next monster attack.

The second book of four in The Gates of Westmeath series.

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Westmeath Heist – A One-Shot Party Adventure

Find the character sheets and rules at: One-Shot.JenEric-Designs.ca

Description

You are a rag-tag group of thieves, mercenaries, and cut-throats, and Buddy, Westmeath’s most prominent information dealer, has a job for you. You’ll have to avoid superheroes, monsters, gangs, and angry targets if you’re going to pull off the heist of the millennium.

The adventure should take approximately 1-3 hours, depending on the Party.

Setting

Westmeath, Canada’s fourth largest city, is the tech hub of North America. It’s also one of the most crime-ridden cities, fueled by three prominent gangs and corporate espionage. It is also a place where magic, aliens, and technology meet. 

It’s July 2002 and the Party has had a few successful jobs, but now you’re ready for something bigger. 

Suggested Backgrounds

The players can be anything they want, but here are some fun choices for their background: 

Aetherborn: Beings created with magic and the human imagination. They are copies of sentient people from mythology or pop culture. 

Aether Hero: Touched by the forces of entropy, chaos, and magic, the Aether Hero must take an extra point in Luck as one of their special abilities. 

Alien: From all over the galaxy, Aliens have innate powers; mostly combat, but a few royals can heal.

Human: Humans are the most adaptable and scary creatures in the universe.

Wizard: Phenomenal cosmic power is at their fingertips, but for some reason it doesn’t work as well in Westmeath. 

Starting: The Rivers and Songs Club

Buddy, a twitchy, nondescript man, sits at a table on the third level of the club. He has a job for the group; a client wants a rare art piece being held in an old single-storey house near the river in Oldtown, Westmeath’s oldest neighbourhood. It’s being protected by members of the Andromeda Syndicate gang. The painting is rumoured to be a lost Group of Seven masterpiece.

There are further details. Payment is 1 million. If the Party negotiates, they can double the money. Buddy has a Mind of 3.

The Party must bring the art to a contact, Jenny, who works at Discreet Frills in the Central Westmeath Mall after closing in three days.

If a Party member is an Aetherborn or Wizard, they can be told that Oldtown is a Community of Aetherborn and is extremely tight knit.

If a Party member is an Alien, they can be told that the Andromeda Syndicate gang is an intergalactic crime syndicate that deals in everything stolen, including people. 

Preparations 

The Party needs to prepare for the heist. They can plan and have access to any tools that were common in 2002. Here are some options for them to get more information.

Hack the house

If one of them is a hacker or computer expert, they can try to hack into the house’s security. The security almost seems sentient. The house has a Mind of 3 to defend itself. 

If the Party succeeds by 4 or higher, they can see that someone else has already hacked the system.

Surveillance

The Party can attempt to watch the house for a day and find out what the guard’s rotations are and what sort of security system is at the house.

They must succeed in a check versus the Andromeda Syndicate soldier, or they’ll be seen. If they are seen, they are attacked, and security is doubled.

Divination

Using magic, the Party can surveil without being caught. They must succeed with a 3 or higher and they can get the plans, guards, and security details.

Contacts

The Party can ask their contacts in the military, police, gangs, Aetherborn Community, or others that could be helpful. They need to succeed on a Mind or Luck check of 4 or higher to get any information.

Research

The library, city hall, and other places could have information. The Party can get information through these means with a Mind or Luck check of 4 or higher.

The House

The house is a simple two-bedroom bungalow with a basement. There is a front and a back door. Each door is monitored by a camera, as is the driveway and the woods behind. Only the water and the air aren’t being monitored.

Outside walking the perimeter are 4 AS soldiers.

Living Room

Opponents: 2 AS soldiers (noise will attract reinforcements from the other rooms) 

The front door opens into the living room. It’s small with two beat-up couches and only one exit to the kitchen / dining room.

Kitchen / Dining Room

Opponents: 1 AS soldier and a man in black tied to a chair.

The back door opens to the Kitchen / Dining room. It has a second door that leads to the basement, an archway that leads to the living room and a hallway that leads to the rest of the rooms. 

If they save the man in black, he introduces himself as the Phantom of Westmeath (a superhero who can control and travel by shadows) and says that he’ll take over from here. He thinks this is a safehouse for the AS and doesn’t know about the painting. A Mind check of 3 will convince him to help you. A failure will cause him to go out and fight the soldiers there.

Bathroom

Opponents: Alien Goo

The first door on the left is a simple bathroom with toilet, sink, and bathtub. The tub is filled with white goo that smells vaguely earthy. 

The Goo will not attack unless someone touches it. If it is hurt, it will call telepathically to the AS soldiers.

Bedroom 1

Opponents: None

The first door on the right is a small room with nothing in it. A Mind or Luck check of 4 will let them find a hidden panel in the wall that appears to be a control mechanism for a self-destruct. 

Bedroom 2

Opponents: 1 AS soldier

The second door on the right is a larger bedroom filled with surveillance equipment and a few alien stun guns. From this room, the AS soldier can view all the cameras and security features. No cameras in the vault.

Basement

Opponents: 2 AS soldiers walking around the vault. 

The basement is one large unfinished room with a metal vault in the middle. The vault takes almost the entire footprint. 

The door to the vault is locked with a pictogram-based keypad. A Luck or Mind check of 4 or higher will unlock it. A Body of 4 will allow them to force it. 

The Vault

Opponents: Containment Trap and calls all soldiers still alive

The painting is in a rolled tube set on a crystal pedestal in the centre of the vault. The floor is chequered with white and black tiles. 

The vault is triple trapped. 

Trap 1 is triggered when they step on the black tiles. A check of 4 to identify, check of 2 to avoid once identified. The tiles shock anyone who steps on them and triggers an alarm. Damage is 2 and goes through rubber soles.

Trap 2 is triggered if the party members touch the pedestal. It releases a fireball that fills the vault and triggers an alarm. Check of 4 to identify and disable.

Trap 3 is triggered when the painting is taken off the pedestal. It slams the door shut, removes the air from the vault, and triggers an alarm. Check of 5 to identify and disable.

If not, they must do a Body 6 to keep from being knocked out. The remaining soldiers arrive to stop them after. 

Leaving 

The Phantom requests that the Party let him take a picture of the painting and then disappears.

The painting 

If the Party chooses to look at the painting, they see that it’s an obvious fake. There are ones and zeros around the edge of the painting and more hidden inside the painting itself. Decoding them will show a list of locations. 

Researching the locations with a Mind check of 4 will indicate they are archeological digs and possible locations of interest. An alien will recognize that they are crashed ships, a wizard will recognize locations with magical artifacts.

Discreet Frills

The Party must bring the painting to Discreet Frills after the store is closed. Jenny, a tall brunette with a serious face, meets them and trades it for a briefcase of cash. Jenny runs the moment she has the painting. 

A Mind or Luck check of 4 will let the Party find the small explosive in the briefcase. If they don’t find it, the explosion only destroys the money.

If they disable the briefcase and there’s time in the session, they could be attacked by AS soldiers as a final fight.

The End?

The Phantom stops them and congratulates them on a job well done and/or gives his condolences on the loss of their pay. He tells them that he might have work for them in the future.

Opponents 

AS SoldierAlien GooThe Phantom
Health576
Defence536
Body354
Mind314
Luck002
AbilitiesStun gun 2
Teleport when killed
Bite 1Shadow weapon 1 Shadows Teleport

Read More about Westmeath in Assassins! Accidental Matchmakers

Kennedy Fairfield just graduated in the class of 2002, and is now trying to find her purpose in life, or at least a job in her field. When she saves Jason Johnson, the leader of a secret Community of supernatural people called Aetherborn, from an attempted assassination, they embark on a whirlwind epic romance and adventure.

For Kennedy and Jason to discover why people are disappearing in time to save her friends, they’ll have to face teleporting assassins, grumpy wizards, gossiping hags, mafia robots, and secret military groups, all in the city of Westmeath, Ontario, which has more secrets than residents.

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