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 Bloods | Flying Monkey | Statue | |
Health | 5 | 2 | 6 |
Defence | 5 | 5 | 6 |
Body | 3 | 0 | 4 |
Mind | 0 | 3 | 0 |
Luck | 3 | 3 | 4 |
Abilities | Brass 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.