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SCIENTIFIC ADVENTURE VIOLENCE

A ROLE-PLAYING GAME SETTING AND SUPPLEMENT

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.

Based on the art, comics, and universe created by Greg Broadmore.


DrGrordborts.com | Dr. G collectibles available at www.wetanz.com.
© 2022 Stardog Limited Partnership
All rights reserved.
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike
Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt,
Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original
material by E. Gary Gygax and Dave Arneson.

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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

p. 3
Welcome Back
to Ve n u s

Long Suspected of Being Home to Intelligent Beings, Our Mysterious


Neighbour Is but a Brief Rocket Flight Away – Thanks to the Wonders of
English Ingenuity and Imperialism!
Quick Start 3

A Reminder From Our Lampoonation Desk

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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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Dr. Grordbort’s Scientific Adventure Violence RPG

Adventure Summary

The PCs begin in


a backwater frontier
town. Soon after their always grab
arrival, an experimental a parachute or commandeer the
Dr. G tank, the “Grande Damne”, is flown escape craft and leave the passengers to
overhead and, supposedly by mistake, their fate – Oh the huMANity!
airdropped into the jungle north of town.
When the PCs arrive at the Tank Drop Site,
The PCs are given access to the Virgo
you’ll have options as to who, if anyone, has
Volens airship, but the scenic cruise
arrived before them – and must be dealt
is anything but uneventful, thanks to
with. In all cases, GMs are encouraged to
a group of fanatical conservationists
give the PCs a chance to get inside the tank
in economy and a certain legendary,
and fire it up as a final, climactic set piece
inadequately tranquilised creature in
(that cannot possibly go awry).
the cargo hold. One way or another,
that airship is doomed, unless the But first things first: what’s new in dear
PCs can intervene. Of course, they can old Split Gut Gulch?

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Split Gut Gulch Map & Factions Chart


Jingoistic Support Guerilla War/Insurgency
(some opposition) The Human
Population
Various
Opinions
Guerilla War/Insurgency
Colonial Occupation/Counterinsurgency
British Colonial Support Venusian
Expeditionary (Wary) Evangelism Freedom
Forces (BCEF) The Fighters (VFF)
Anglican
Support
Church Suspicion/
(Condescending) Hostility
General
Suspicion

The Venusian
General Opposition Population Mixed Opinions

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Dr. Grordbort’s Scientific Adventure Violence RPG

Ahh...Split Gut Gulch


Gateway to Fuck All

Grordbort Industries Commerce Centre


and Rocket Transport

“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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Who/What Is Here: Trish into handing over one of


Ϣ Administrative Pod: Receptionist the pamphlets, which will provide
Trish (Human Commoner): Sitting enough information to allow +1 to
at a desk guarding the entrance to the all Grande Damne tank operation
admin pod (where only GI employees and repair checks. It also notes that
are permitted). She is prim and proper, there’s an operator’s manual in the
deferential to Upper Class Humans, and glovebox of the tank.
dismissive of others. She sells tickets for
Ϣ Canteen: Bartman Avery Rally-Otter
the Virgo Volens Airship scenic cruise:
(Human Commoner): Charismatic,
£50 for Cheeseparing Accommodations;
flirty, posh; DC 10 CHA (Deception/
£350 for Premiere Accommodations.
Persuasion) check to extract one piece
Ϝ If the PCs are here to sign up
of Dr. Grordbort Intel (QS1 p. 94)
for the bounty offered by the
from him.
Bucket Exotique’s Job-O’Matic
Ϣ Canteen: 6 Upper Class travellers
(QS1 p. 39), Trish will offer them
complimentary Virgo Volens tickets and big game hunters (Human Twits,
(Cheeseparing Accommodations), QS1 p. 104): Pretentious, obnoxious,
then produce a pile of paperwork and either oblivious of or condescending
for them to sign – standard liability to their lessers. Socialising (amongst their
waivers and the like. The bounty can set only) over exotic cocktails. They have
be almost anything the PCs want – basic info on Venusian flora and fauna.
money, weapons, a new identity, etc,
since the company doesn’t really
expect to have to pay anything out.
If pressed for an advance, Trish will
give them a coupon for 25% off at the
Quartermaster’s storefront.
Ϝ On a successful D C 10 CHA
(Deception/Persuasion) check (Upper
Class Humans succeed automatically),
she’ll upgrade the tickets to Premiere
Accommodations.
Ϝ On a successful D C 12 CHA
(Deception/Persuasion) check
(Upper Class Humans succeed
automatically), PCs can learn that
two days ago the Centre received a
pallet of promotional materials about
a special tank.
Ϝ On a successful D C 15 CHA
(Deception/Persuasion) check,
an Upper Class Human can talk

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Dr. Grordbort’s Scientific Adventure Violence RPG

Ϣ Canteen: 4 guards (BCEF Earth What’s Interesting About It:


Elite Forces, QS1 p. 97): Will not Ϣ The rocket pad is empty, but the Virgo
interact with anyone except their Volens airship (p. 16) is refuelling at
superior officers and Upper Class the airship dock, preparing for its scenic
Humans. cruise.
Ϣ Storefront: Quartermaster Harry
Peahen (Human Motivator, QS1 p. Tank Flyover Reaction
99): Friendly, accommodating, severe Ϣ Travellers and hunters tottle outside
halitosis. Mans a storefront selling all to make inane observations. Dr. G
Armour, Weapons, and Gadgetronics employees take no notice of the event
listed on QS1 p. 63-69, at double at all.
price. Ϣ Afterwards, traffic picks up, as various
mercenaries and factions sign up for
the bounty and kit up for their tank-
recovery expeditions.

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Zeppelining & Parachuting,


Escape Craft Stealing, or Ditching

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Dr. Grordbort’s Scientific Adventure Violence RPG

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Adventure Path Map

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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Dr. Grordbort’s Scientific Adventure Violence RPG

Virgo Volens Airship (AMV-101),


Air Min istry Venus-operated
Scen ic Cruiser and Cargo Ship

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Virgo Volens Airship


Crew: 18 (captain, co-pilot, 2 gunners, engineer, 5 service team members, 8
guards).
Top Speed: 70 mph (600’ per round); takes 10 rounds to achieve top speed.
Scenic Cruising Speed: 35 mph (300’ per round).
AC: 18
HP: 600
Ϣ For every 50 points of damage, a random section of the airship suffers a
malfunction (Heavy Machinery Malfunction Table, QS1 p. 78).

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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Balloon Forward Battery


What It Is: What It Is:
Ϣ Steel-reinforced, gas-filled zeppelin. Ϣ Machine Raygun Bubble.

Who/What Is Here: Who/What Is Here:


Ϣ Flammable, toxic gas. (Safer options are Ϣ 2nd Lieutenant Fusillade Evans
available, but much more expensive, so… (Human Leader, QS1 p. 98):
here we are.) Mans the Rapid-fire Support Raygun.
Highly decorated airman who has been
What’s Interesting About It:
repeatedly reprimanded, demerited, and
Ϣ The introduction of an open flame to
demoted for his refusal to participate
the interior of the balloon would result
in the Arbitrary Aerial Recreational
in a catastrophic explosion that deals
Strafing (AARS) program. He is a soldier
10d6 fire damage to all within 100’, and
par excellence, though his allegiance to
the airship going down in a flaming
the BCEF is hanging by a thread.
heap. DC 15 DEX save to jump free and
take only half damage – but you’ll want
to have a parachute to hand.

What’s Interesting About It:


Ϣ Evans is keenly adherent to his duty
to protect the airship from incoming
threats, which makes sneaking up on him
from behind easy (DC 5 Stealth check).

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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.

Closed cockpit doors impede timely


delivery of refreshment orders, and a What’s Interesting About It:
gentleman pilot needs his Tom Collins if Ϣ The pleats on those trousers! Why,
he’s going to do a proper job of it.
you could slice a wheel of overripe
- Captain D. Daedalus III camembert with those things!

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Dr. Grordbort’s Scientific Adventure Violence RPG

Premiere Accommodations with Gastropub


(The Brittle Wind)
What It Is: employer of the robot Tub-Thumper
Ϣ Luxury accommodations for VIPs and MCVII Puremotherboard that stands
VVVINHP (Very Very Very Important guard in the cargo area, and she has the
Non-Human Persons). key to the tranquilliser gun briefcase
stashed there.
Ϣ Barkeep XIV (Robot Twit, QS1 p. 104):
Programmed to use comforting country
colloquialisms, though they are relayed
in a disquieting monotone (“Allright,
guv! On hols or the lash? Fancy a
tipple?”).
Ϣ Guard S3E3 (Robot Specialist,
QS1 p. 103): Stationed at the door.

What’s Interesting About It:


Ϣ Only accessible to Upper Class Humans.
Convincing guard S3E3 otherwise
requires a successful DC 13 Robotics
check or a bribe of local flora specimens,
which it collects in a compartment in
its belly. Failure will cause S3E3 to pull
a signal rope that will alert the cockpit
and summon all airship guards and
soldiers.
Who/What Is Here: Ϣ The seats of the sofas are parachutes (18
Ϣ Six plush sofas along the observation in all; 1 in 20 failure rate).
windows.
Ϣ A fully functioning gastropub, complete
with fire-blackened roof beams,
inglenook fireplace, and glass floor.
Ϣ Passenger Dame Consuella Granada
Mohosa (Human Twit, QS1 p. 104):
Famed naturalist, and prominent
member of the Church of England
(CoE), who, having captured a legendary
Gilded Gristleback (QS1 p. 110), is
transporting it north to Newer York,
where she intends to open a Venusian
Noah’s Ark petting zoo. She is the

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Premiere Accommodations & Gastropub Encounters


Roll 1d6 once for who is present, and again for what they are doing.
1 1d8 Upper Class Twits (Human Twits, QS1 p. 104). At cards
1d4 High-Ranking BCEF Officers (Human Leaders, QS1 p. 98), Admiring the captain’s
2 each in possession of one piece of BCEF Intel (QS1 p. 93). trouser pleats

1d4 Civilian VIPs (Human Commoners): Military contractors,


consultants, CoE functionaries, relatives of important people. 1
3 in 6 chance that one of them is in possession of a piece of BCEF
On a secret mission
Intel (QS1 p. 93) or CoE Intel (QS1 p. 93).

1d4 Non-Terrestrial Ambassadors (Non-Human Twits, Lonely and in possession


4 QS1 p. 104): 2 in 6 chance that one of them is in possession of a of insights into local flora/
piece of intel from their planet (Intel Tables, QS1 p. 93-94). fauna

1d4 Members of the Earth Press (Human Commoners): Likely


to be horrified at the reality of what is happening on Venus, as
5 compared to the narratives prevalent on Earth. 1 in 6 chance of Looking for hired guns
Dr. G Intel (QS1 p. 94).

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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Dr. Grordbort’s Scientific Adventure Violence RPG

What’s Interesting About It:


Ϣ Observant passengers (successful DC
14 Perception or Insight check) will note
that five of the “tourists” (the NIPPL
agents) are acting a little suspiciously.
What the NIPPLers lack in intelligence,
strategic thinking, and common sense,
they make up for in fanaticism. If they
are engaged in conversation, it won’t
be hard for tactical or charismatic
characters to extract their secret: they
are here to free the Gilded Gristleback
in the cargo hold. If threatened or
intimidated or even mildly put off,
they’ll immediately spring into action.
Otherwise, they’ll wait nervously until
halfway through the flight, at which
point they’ll casually make their way to
the baggage compartment to retrieve
their equipment, and then on to the
cargo hold, where they intend to revive
the Gristleback with a stimulant,
Ϣ Jack X. Reaver (Human Specialist, thereby freeing it from its abhorrent
QS1 p. 103 – but with AC: 16, HP: captivity.
90, and two 3rd-level spell slots for Ϣ In compartments under the benches are
Fireball): An Air Marshall in disguise,
parachutes (18 in all; 3 in 20 failure rate),
placed here by authorities that have
but the bench lids are locked (DC 14 to
received a tip that the NIPPLers are
pick) and coin-operated (£2.50 – exact
up to something. Reaver doesn’t know
change both appreciated and required).
the NIPPLers’ identities or plans, but if
they reveal themselves, he’ll attack with
extreme prejudice. Unfortunately, he is
a pyromaniac...sitting directly beneath
a giant balloon full of flammable gas.
Ϣ Cabin Steward Frisky Banks O’Thames
(Human Commoner): Frosted tips,
preternaturally accommodating.

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Baggage Compartment Cargo Area


What It Is: What It Is:
Ϣ Locked (DC 15 to pick) storeroom, half- Ϣ Locked (DC 15 to pick) storeroom
full with supplies and weapons, including containing a few crates and such...and
those of the NIPPL volunteers – most one giant cage.
notably a stimulant intended for the
Who/What Is Here:
Gilded Gristleback.
Ϣ Locked (DC 13 to pick) cage containing
Who/What Is Here: a tranquilised Gilded Gristleback
Ϣ Guard Officer Cadet Hugo Looming (QS1 p. 110).
(BCEF Private, QS1 p. 96): Acrophobic. Ϣ MCVII Puremotherboard, employed
Ϣ Premiere passengers’ luggage is stacked by Dame Granada Mohosa to guard
neatly and locked (DC 15 to pick) in a cage. the Gristleback. It is not programmed
In total the luggage contains 1d4 bits of to speak exclusively in biblical dialect
Armour (Armour Table, QS1 p. 63), 1d6 – it just chooses to. DC 20 Robotics
weapons (Weapon Tables, QS1 p. 65), check required to influence it in any
1d6 Gadgetronics (Gadgetronics Table, way, though speaking in biblical dialect
QS1 p. 69), and £485. and quoting scripture reduces the DC
Ϣ Cheeseparing passengers’ luggage is by 2 and 6, respectively. Stat as Robot
tossed haphazardly about. In total, Leader (QS1 p. 98) but with:
the shabby footlockers and cloth bags Ϝ AC: 16
contain 1d4 bits of Armour (Armour Ϝ HP: 130
Table, QS1 p. 63), 1d6 weapons Ϝ Encouraging Presence: All allies
(Weapon Tables, QS1 p. 65), and within 10’ (including self) gain +4 to
1d6 Gadgetronics (Gadgetronics Table, all Saves.
QS1 p. 69), but they are broken and Ϝ Spellcasting (CHA, DC 15, +6):
require DC 12 Repair Checks. 1st-level (3 slots) Compelled Duel,
Ϣ In the NIPPLers’ footlocker is a 2’ Searing Smite, Shield of Faith; 2nd-
syringe filled with stimulant intended level (2 slots) Branding Smite, Lesser
for the Gilded Gristleback. Restoration.
What’s Interesting About It:
Ϣ OC Looming is standing on top of the
loading hatch. Pulling a lever near the
door will drop him (he’s wearing four
parachutes), though it will also sound
an alarm that will bring all guards in 1d6
rounds – unless the alarm is disabled
(DC 12 Find/Disarm Traps).
Ϣ On the wall are four emergency
parachute lockers, but they’re all empty
– OC Looming is wearing all four.

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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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Engineering Rear Battery


What It Is: What It Is:
Ϣ Cramped, hot engine room housing Ϣ Machine Raygun Bubble.
a Venusian Crystal compressor that
drives twin propellers. Who/What Is Here:
Ϣ 2nd Lieutenant Bilgepump O’Claskey
Who/What Is Here: (Human Leader, QS1 p. 98): Manning
Ϣ Jeezia Luizia (Human Specialist, the Rapid-fire Support Raygun (2
QS1 p. 103): Obsesse d w ith shots per round, range 200’/300’, 2d6
invention. Knows how Venusian Crystal slashing damage, MT: 1-3; Light Weapon
compression works and is looking for a Malfunction Table, QS1 p. 84): Young,
way to share her knowledge with high- dumb, and eager to prove herself.
placed Martians searching for answers
to Mars’ energy problem. What’s Interesting About It:
Ϣ 10 crates of Venusian Crystals Ϣ Any commotion in Engineering or
(QS1 p. 33). around the escape craft will bring
Ϣ A lever on the floor – which, when pulled,
O’Claskey running, locked and loaded.
releases the escape craft, though it will
also sound an alarm that will bring all
guards in 1d6 rounds – unless the alarm
is disabled (DC 12 to pick).

What’s Interesting About It:


Ϣ Components of an extremely shiny
but rather brittle Repair Kit (-1 to all
repair checks made with this kit) are
scattered about the room. Having the
kit on one’s person or flourishing the
tools in conversation grants Advantage
on Deception checks.

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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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Wind Devil 300


Crew: 1 (pilot).
Passengers: 4, or 8 cramped.
Top Speed: 350 mph (3000’ per
round); takes 4 rounds to achieve top
speed.
AC: 14
HP: 150
Ϣ For every 50 points of damage, the
craft suffers a Heavy Machinery
Malfunction (QS1 p. 78).
Attacks:
Ϣ Electrocannon (x2): Blast of lightning forming a line 200’ long and 5’
wide. Creatures in the line take 4d6 lightning damage (DC 14 DEX Save
for half damage). Recharges on 6 on a d6.

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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Arrival at Drop Site


PCs taking this path will likely be the third The GM may choose which faction has
party to arrive at the drop site, behind the control of the tank, or roll a d6: 1 = VFF has
VFF from QS1 and the BCEF Retrieval control and has the tank running; 2 = VFF
Force from QS2, respectively – though has control but only has one or two tank
they could easily arrive first if they take functions working; 3 = Mexican standoff;
control of the airship or its escape craft 4 = Colonial forces have driven off the VFF
soon after take-off. but at great cost (only one Colonial soldier
remains and they are holed up in the tank);
5 = Colonial forces have driven off the VFF
but the tank was damaged and is under
repair; 6 = Colonial forces have driven off
the VFF and the tank is fully operational.
No matter when and with whom the PCs
arrive, the GM is encouraged to provide
plenty of ray-cannon fodder if the PCs gain
control of the tank. A platoon or two of
BCEF Privates (QS1 p. 96) arriving as
reinforcements, a couple of squads of Earth
Elite Forces (QS1 p. 97), a phalanx of
VFF Guerrillas (QS1 p. 105) with their
Venusian Tank (QS1 p. 51) in the van, a
detachment of attack bots (Robot Leaders,
QS1 p. 98), the airship crashing nearby
and unleashing the Gilded Gristleback
(QS1 p. 110), a herd of stampeding fauna
(Blood Jungle Random Encounter Table,
QS1 p. 90), or whatever combination
will provide maximum fun for the PCs and
give rise to an epic climax.

p. 28
Quick Start 3

p. 29
Dr. Grordbort’s Scientific Adventure Violence RPG

Aerial Encounter Table


D10 AERIAL ENCOUNTERS

1 2d12 Swarms of Raspy Scodes (QS1 p. 116).

2 Herd of 2d4 Venusian Gas Sac Creatures (QS1 p. 119).

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.

p. 30
Quick Start 3

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