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QUICK START 3
Dr. Grordbort’s Scientific Adventure Violence RPG
www.crwbr.com
Project Lead: Brian Saliba
Design & Writing: T. G. Grackle, Brian Saliba, Zach Theiler
Editing: Ben Sumner | bensumnereditor@gmail.com
Layout: Nathan D. Paoletta, ndpdesign | ndpdesign.com
Cartography: Joe N. Brown | joenbrownart.com
Art: Max Chow (book cover, p. 7), Sierra Wang (p. 27 (bottom)), Penguink Studios
(technical drawings pp. 16, 18, 19, 20, 22, 23, 25, 26). All other art by Greg Broadmore
and Wētā Workshop.
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Table of Contents
A Reminder From Our Ahh...Split Gut Gulch 10
Lampoonation Desk 5 Grordbort Industries Commerce Centre
Dr. Grordbort’s Scientific Adventure and Rocket Transport.........................10
Violence Setting and Supplement
Kickstarter............................................ 7 Zeppelining & Parachuting, Escape
Craft Stealing, or Ditching 13
Adventure Summary.............................8 Adventure Path Map........................... 15
Split Gut Gulch Map & At a Glance.......................................... 15
Factions Chart.......................................9
Virgo Volens Airship........................... 16
Balloon................................................. 18
Forward Battery.................................. 18
Cockpit................................................ 19
Premiere Accommodations with
Gastropub............................................20
Cheeseparing Accommodations.......... 21
Baggage Compartment.......................23
Cargo Area...........................................23
Engineering.........................................25
Rear Battery........................................25
Escape Craft........................................26
Arrival at Drop Site.............................28
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Welcome Back
to Ve n u s
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Dr. Grordbort’s Scientific Adventure Violence RPG
This third batch of Quick Start materials, are available on Exalted Funeral and the
which are designed for use with the fifth Crowbar Creative Patreon, respectively.
edition of Very Famous Dragon Game (i.e. Additional Paths, pregens, NPCs, encounter
“5e”), contains two new pre-generated tables, and bestiary entries will be released
character sheets, a new Aerial Encounters through the Crowbar Creative Patreon in
encounter table, two new vehicles, and the the months leading up to the Kickstarter
third of five Adventure Paths. Note that of the complete Dr. Grordbort’s Scientific
previous Quick Start releases are referred Adventure Violence book, which will be
to throughout as “QS1” and “QS2”, and coming your way in August 2022.
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Dr. Grordbort’s
Scientific Adventure Violence
Setting and Supplement Kickstarter
(August 2022)
Everything you need to create and run violently fantastic and fantastically violent
adventures in the Dr. Grordbort universe: character creation, rayguns, vehicles, other
planets…and, did we mention – oh, we did? Well, we’ll mention them again: RAYGUNS!
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Adventure Summary
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The Venusian
General Opposition Population Mixed Opinions
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Dr. Grordbort’s Scientific Adventure Violence RPG
“Oh do come in from that dreadful heat, How naughty! How did you find Trish, our
darlings. I see that the more well-travelled receptionist? Charming sort, I’m sure. Such
among you recognize the simply marvellous dreadfully sensitive apparatuses she fiddles
G-FAB-098 building housing our regional with! Oh – there I go again being naughty.
offices. They’re prefab, emphasis on fab, and I’m simply incorrigible. Come now, knock
delivered fully assembled and outfitted. Our that rocket dust off your boots and let me get
little number was deposited ever so carefully you something cool to drink. I’ve got a Verdi
atop three Venusian cottages which really requiem on the phono. Perhaps you prefer
do keep the undersides free from the mud. something more on the Bach side. Oh dear! I
But listen to me, talking of undersides… simply can’t help myself!”
– Avery Rally-Otter, canteen barman
What It Is:
Ϣ An imposing collection of connected Ϣ Buildings include a posh canteen, an
prefab buildings made of metal and administrative pod, a storefront, and a
plastic. rocket pad/airship dock.
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At a Glance
Modes of Travel: Airship, parachuting/ Events:
flying/crashing, possibly jungle trekking Ϣ Depart from Split Gut Gulch (QS1 p. 36)
Faction Affiliation: Any Ϣ Aerial Encounter (Table, p. 30)
Ϣ Airship Event. 1d6: 1=duel in
Prerequisites: Money! Tickets are £50 for gastropub; 2=heavy turbulence;
Cheeseparing Accommodations, and £350 3=impromptu karaoke in Cheeseparing
for Premiere Accommodations. Accommodations; 4=tryst between
VIPs in Premiere Accommodations;
5=Non-Intelligent Planetary Protection
League (NIPPL) tete-a-tete; 6=cockpit
malfunction (roll on Heavy Machinery
Malfunction Table, QS1 p. 78)
Ϣ NIPPL initiates plan to free beast in
cargo hold
Ϣ Aerial Encounter (Table, p. 30)
Ϣ Airship (if still airborne) passes over
Tank Drop Site
Ϣ If necessary, Blood Jungle Encounter
Table (QS1 p. 90)
Ϣ Arrive at Tank Drop Site
(QS1 p. 54)
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Airship Operation
Captain: Gives the orders!
Co-pilot: Manoeuvres the airship.
Ϣ DC 12 Heavy Machinery check to operate. Checks must be performed
for every intended manoeuvre (speed up, slow down, bank, gain/lose
altitude, etc.), though the DC drops by one for each successful check).
MT: 1-2 (Heavy Machinery Malfunction Table, QS1 p. 78).
Gunners: Man the turrets!
Ϣ Forward Battery Raygun Bubble: Rapid-fire Support Raygun (2 shots
per round, range 200’/300’, 2d6 slashing damage, MT: 1-3; Light Weapon
Malfunction Table, QS1 p. 84).
Ϣ Rear Battery Raygun Bubble: Rapid-fire Support Raygun (2 shots per
round, range 200’/300’, 2d6 slashing damage, MT: 1-3; Light Weapon
Malfunction Table, QS1 p. 84).
Engineer: Keeps the airship’s Venusian Crystal compression engine and other
mechanics running.
Ϣ One DC 14 Heavy Machinery check per round, though the DC drops by
one for each successful check. Engineer must state at the beginning of
their turn what effect they intend. Successful rolls can be used to:
Ϝ Make airship hit top speed in 5 rounds, not 10.
Ϝ Provide advantage to pilot’s operation checks.
Ϝ Reroll a failed operation check to avoid a malfunction.
Ϝ Other engineery things the Engineer comes up with.
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Cockpit
What It Is:
Ϣ Plush, instrument-filled, glass-sided
wheelhouse featuring overstuffed leather
captain’s chair (with advanced drink
holders) and spartan copilot’s jumpseat,
which doubles as an ironing board.
Who/What Is Here:
Ϣ Captain D. Daedalus III (Human
Leader, QS1 p. 98): Under strict
orders not to open the cockpit door
during travel for anyone. But he is a
hubristic fellow, and simply detests Ϣ Crudmobot 370 (Robot Pilot,
closing the door at all, because it QS1 p. 100): Co-pilot, security officer,
prevents the passengers in Premiere and trouser presser. Does all the actual
Accommodations from admiring his taking off, flying, and landing.
skilful operation of the craft and his
crisply pressed (and unnecessarily
form-fitting) trousers.
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A member of the British Royal Family (Human Twit, Pretending to be (roll again)
6 QS1 p. 104): 6 in 6 chance they have no idea what’s happening. but actually (roll again)
Cheeseparing Accommodations
What It Is:
Ϣ Spartan, 6-bench coach with coin-
operated window shutters (20p gets you
twenty seconds of scenic gazing!).
Who/What Is Here:
Ϣ 20 Middle Class tourists and sub-
successful businesspeople (Human
Commoners).
Ϣ 5 Non-Intelligent Planetary Protection
League (NIPPL) volunteers, disguised
as tourists. They are devoted to the
stewardship of extra-terrestrial fauna:
P’giamma Sixthly (Moonling Leader,
QS1 p. 98); CCLIV (Robot Leader,
QS1 p. 98); Stella Lexiphon (Human
Motivator, QS1 p. 99); Holpusia
Guhinatia (Martian Pilot, QS1 p. 100);
and Rory Vehicleson (Human Specialist,
QS1 p. 103).
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Ϣ Secured to the wall is a locked (DC 13 to Ϣ Pulling a lever near the door opens the
pick) briefcase containing a tranquiliser loading hatch, though it will also sound
gun with 6 darts. A successful attack an alarm that will bring all guards in 1d6
with the tranq gun will knock the Gilded rounds – unless the alarm is disabled
Gristleback out for 1d6 turns. (DC 12 Find/Disarm Traps).
What’s Interesting About It:
Ϣ If the Gilded Gristleback is given the
stimulant jab, it will go on a rampage,
eventually tearing the entire airship to
shreds. Every 3 rounds (unless hindered
or killed), it will ravage a compartment,
eventually making its way to the cockpit.
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Escape Craft
What It Is: been removed and replaced with pods
Ϣ Wind Devil 300 attached to the belly of that can fit one medium-sized passenger
the airship, reached via a rickety ladder comfortably, or two very uncomfortably.
(DC 10 Athletics or Acrobatics check There are identical pods on the bottom
to use while in flight), and detached of the wings, but they hang lower than
using a lever in Engineering (not very the landing gears, so exiting the pods
well thought-out, of course). Releasing prior to landing is recommended.
the craft without having pulled the lever What’s Interesting About It:
requires a DC 12 to pick or 1d6 rounds of Ϣ Poorly maintained. 1 in 10 chance of a
hammering at the brackets with some Heavy Machinery Malfunction (QS1 p.
blunt instrument. 78) upon starting, unless a preliminary
Who/What Is Here: check (DC 12 Repair check) is made.
Ϣ Early-model Wind Devil 300 that Ϣ Cockpit and passenger pods each contain
has been modified to accommodate a parachute.
passengers. The two central guns have
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Craft Operation
Pilot: Flies and fires.
Ϣ DC 12 Heavy Machinery check
to operate controls. Checks must
be performed for every intended
manoeuvre (speed up, slow down,
bank, gain/lose altitude, etc.),
though the DC drops by one for
each successful check. MT: 1-3
(Heavy Machinery Malfunction
Table, QS1 p. 78).
Ϣ DC 12 Heavy Weapons check to
fire Electrocannons; MT: 1-3
(Heavy Weapons Malfunction
Table, QS1 p. 81).
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BCEF Private (QS1 p. 96) clinging to a flying Venusian Gas Sac Creature
3 (QS1 p. 119), as a result of a dare/bet gone awry.
Eccentric Human naturalist (Twit, QS1 p. 104) using a netted Swarm of Raspy Scodes
4 (QS1 p. 116) as a sightseeing balloon.
Venusian family (1 Leader (QS1 p. 98) and 3 Commoners) using jetpacks to hunt
5 Swarms of Gumbolt’s Wind Rats (QS1 p. 112).
VFF ambush! 6 VFF Guerillas (QS1 p. 105) harnessed to Venusian Gas Sac Creatures
6 (QS1 p. 119) – two guerrillas per creature (one pilot, one gunner).
Venusian Zapning Storm. An extremely fast, low-flying green cloud races by, zapping
anything metal (DC 14 DEX Save to dive for cover) with hair-thin electric bolts. Damage
7 is insignificant (1 point of lightning damage), but it’s enough to trigger malfunctions in
powered armour, robots, and machines. Venusians have advantage on the Saving throw.
Pirate attack! 5 BCEF deserters (BCEF Privates (QS1 p. 96) turned privateers)
8 piloting mini “Miranda” personal dirigibles.
Surface to Air Bombardment! An unidentified force fires on you from the ground for the
next 1d6 rounds. Each round roll a d4: 1 = shots miss; 2 = vessel hit glancingly and suffers
9 minor malfunction (roll d12 on Heavy Machinery Malfunction Table, QS1 p. 78);
3 = pilot hit (20 slashing damage, DEX save for half damage); 4 = vessel hit directly and
suffers 3 malfunctions (Heavy Machinery Malfunction Table, QS1 p. 78).
A rocket is rocketing straight toward you. The pilot might be dead drunk or maybe just
10 dead – whatever it is, they are not respecting aeronautical right of way.
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