ple file Road Trip Sa m A Summer Adventure for Monsters and Other Childish Things ROAD TRIP is an adventure campaign for the roleplaying game Monsters and Other Childish Things. Monsters and Other Childish Things is available in hardback and in PDF from Arc Dream Publishing and in a pocket-size paperback edition from Cubicle 7 Entertainment. Learn more about Monsters and Other Childish Things and find pregenerated characters, monsters and other downloads at our website: www.arcdream.com/monsters Road Trip was written by Ross Payton, © 2010. Illustrated by Rob Mansperger, © 2010, with page design elements by Jessica Hopkins, © 2010. Edited by Shane Ivey. Copy editing by James Knevitt. Page design by Jessica Hopkins. The One Roll Engine is © Greg Stolze and is used by permission. Special thanks to our playtesters: Jason Ariciu, Elliot Bicker, Aaron Carsten, Tom Church, Alistair Dunbar and his players, Andrew Hill and his players, Mike Kelley, Matt Leahy, Daniel McDowell, Truman Miller, Bryan Potter, Marco Subias and his players, Bill Sundwall, Cody Walker, and Claire Ward. Published by Arc Dream Publishing, 12215 Highway 11, Chelsea, AL 35043, USA ISBN 978-0-9818826-9-7 • Arc Dream Publishing stock code ARC3004 7 1 Contents Introduction . . . . . . . . . . . . . . . . . . . . . . . . 8 Chapter 1: Prologue to a Travelogue . . . . . 22 Getting Started: School’s Out! . . . . . . . . . . . . . . . . 23 Chapter 1: Prologue to a Travelogue. . . . . . . . . . . . . . . . . .9 The Red Terror. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Chapter 2: Pastoral Manor . . . . . . . . . . . . . . . . . . . . . . . . 9 Meet Jack. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Chapter 3: Sunny Vale. . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Finding Basil. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Chapter 4: Sucrose Park. . . . . . . . . . . . . . . . . . . . . . . . . . . 9 The Armitage Museum . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Chapter 5: Are You There, Witch? It’s Me, a Monster. . . . 10 The Sumerian Exhibit . . . . . . . . . . . . . . . . . . . . . . . . . 25 Chapter 6: Where the Eternal Glades Are. . . . . . . . . . . . . 10 Dagon Attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Chapter 7: The Long Stairs. . . . . . . . . . . . . . . . . . . . . . . . 10 Option One: Basil is Already Banished . . . . . . . . . . . . 25 Appendices: Roadside Encounters and Underworld Option Two: Seeing Basil Banished. . . . . . . . . . . . . . . 25 file Summary. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 The Curse of Banishment. . . . . . . . . . . . . . . . . . . . . . . . . 26 The Ur-Monster’s Origins . . . . . . . . . . . . . . . . . . . . . 11 Effects of the Curse . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Game Master’s Overview . . . . . . . . . . . . . . . . . . . . . 12 Running the Campaign Without the Curse of Banishment. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 m How To Introduce The Ur-Monster's Story. . . . . . . . . . 13 ple Tremors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Aftermath of the Curse . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Player Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 The First Postcard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Setting the Campaign In Different Eras (1950s, Jack Blackguard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Sa Cosmology. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 1960s, Etc.). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 The Connection Between Jack and The Traveler. . . . . . 28 End-of-Chapter Rewards . . . . . . . . . . . . . . . . . . . . . 16 Basil. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Delivering the Rewards . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Dagon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 What Is A Road Trip?. . . . . . . . . . . . . . . . . . . . . . . . . 16 What Dagon Knows. . . . . . . . . . . . . . . . . . . . . . . . . . 30 Roadside Encounters. . . . . . . . . . . . . . . . . . . . . . . . . 17 The Red Terror. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Underworld Tremors. . . . . . . . . . . . . . . . . . . . . . . . . 17 Now What?. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 Unattached Monsters in Combat . . . . . . . . . . . . . . . . 17 Links Between the Chapters. . . . . . . . . . . . . . . . . . . . . . . 31 Threats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Starting the Best Summer Vacation Ever. . . . . . . . . 31 Threat Dice Pools. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Crossover Madness. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Threat Actions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 What the Players Need to Start the Campaign . . . . . . . . . 33 Threat Qualities and Extras . . . . . . . . . . . . . . . . . . . . . . . 18 Sample Campaign Models. . . . . . . . . . . . . . . . . . . . . . . . 33 ‘Hurting’ a Threat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Let’s Hit The Road! . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Homesickness. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 ] Fighting Homesickness . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Lessons of the Road. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 2 Richard the Mastiff. . . . . . . . . . . . . . . . . . . . . . . . . . . 52 Chapter 2: Pastoral Manor. . . . . . . . . . . . . 36 Diego the Ferret. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 The Story So Far . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Estrangement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 The War Begins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Catherine the Mare. . . . . . . . . . . . . . . . . . . . . . . . . . . 53 The Farmhands. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 Zach. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 What The Traveler Wants. . . . . . . . . . . . . . . . . . . . . . . . . 41 Brandon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 The Magic of Pastoral Manor. . . . . . . . . . . . . . . . . . 41 Getting to Pastoral Manor . . . . . . . . . . . . . . . . . . . . 42 The Town of Dunham . . . . . . . . . . . . . . . . . . . . . . . . 42 The Manor’s Reputation. . . . . . . . . . . . . . . . . . . . . . . . . . 42 What’s Said About Pastoral Manor. . . . . . . . . . . . . . . . . . 43 Rumors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 Research . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 The Police. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 At Pastoral Manor. . . . . . . . . . . . . . . . . . . . . . . . . . . 44 The Farmhouse. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 The Barn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 General Blackbriar’s Revolution. . . . . . . . . . . . . . . . 55 Blackbriar the Rabbit. . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 The Thorns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 The Fangs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 Nest Guards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 Red Claws (Destroyed). . . . . . . . . . . . . . . . . . . . . . . . . . . 56 The Committee of Armaments (Self-Exiled). . . . . . . . . . . . 56 How the War is Waged. . . . . . . . . . . . . . . . . . . . . . . 57 Ending the War. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 Killing Blackbriar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58 file Pastures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Jacob. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 The Garden. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 ple The Gift Shop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Defeating Joseph. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58 The Book of Black Magic. . . . . . . . . . . . . . . . . . . . . 58 The Branch of the Great Tree. . . . . . . . . . . . . . . . . . 58 The Hills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Uniting Blackbriar and Joseph . . . . . . . . . . . . . . . . . . . . . 59 The Creek. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 To Win Blackbriar’s Trust. . . . . . . . . . . . . . . . . . . . . . . 59 The Great Tree. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 To Win Joseph’s Trust. . . . . . . . . . . . . . . . . . . . . . . . . 59 Crossing the Threshold. . . . . . . . . . . . . . . . . . . . . . . 46 Reuniting the Two Friends. . . . . . . . . . . . . . . . . . . . . . 60 The Tour. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 Big Finale: The Cult Attacks! . . . . . . . . . . . . . . . . . . 60 Investigating the Manor. . . . . . . . . . . . . . . . . . . . . . 47 Stygia. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 Talking to the Animals. . . . . . . . . . . . . . . . . . . . . . . . . . . 47 The Red Terror. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 Exploring the Forest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48 A Cultist Goon Squad . . . . . . . . . . . . . . . . . . . . . . . . . . . 61 Sneaking Around. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 Resolution. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61 Sa m The Forest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Let’s Smash Everything!. . . . . . . . . . . . . . . . . . . . . . . . . . 49 The Truth Uncovered. . . . . . . . . . . . . . . . . . . . . . . . . 49 Chapter 3: Sunny Vale. . . . . . . . . . . . . . . . 62 Order of Battle: . What the Traveler Wants. . . . . . . . . . . . . . . . . . . . . . 63 The Army of the Manor. . . . . . . . . . . . . . . . . . . . . . . 50 Sunny Vale, California. . . . . . . . . . . . . . . . . . . . . . . . 63 Joseph Lawson . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 Back Story. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63 Joseph’s Familiar, Wormwood . . . . . . . . . . . . . . . . . . . . . 50 Crossing the Threshold. . . . . . . . . . . . . . . . . . . . . . . 65 Animal Stats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 Finding the Rangers . . . . . . . . . . . . . . . . . . . . . . . . . 65 The Nobility. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51 Research. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 Cortez the Badger. . . . . . . . . . . . . . . . . . . . . . . . . . . . 51 Accidents, Weird Events and Disasters. . . . . . . . . . . . . . . 66 Sebastian the Crow. . . . . . . . . . . . . . . . . . . . . . . . . . . 51 Zoltron. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 7 3 Pandora’s Knick-Knacks . . . . . . . . . . . . . . . . . . . . . . 67 Using the Crystal Ball . . . . . . . . . . . . . . . . . . . . . . . . . . . 67 The Secret Identities of the Rangers. . . . . . . . . . . . . . . 68 Crystal Ball Profiling. . . . . . . . . . . . . . . . . . . . . . . . . . 68 Meeting the Rangers. . . . . . . . . . . . . . . . . . . . . . . . . 68 Finding Zoltron. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69 Tommy Two-Tones Storage. . . . . . . . . . . . . . . . . . . . 69 Cultist Goon Squad 1. . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 Cultist Goon Squad 2. . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 Something’s Amiss…. . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 Interrogating Dagon . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71 Chapter 4: Sucrose Park. . . . . . . . . . . . . . . 84 Background. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85 The Brain Trust . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 Project Doppelganger. . . . . . . . . . . . . . . . . . . . . . . . 86 How CoolRad Chooses His Targets. . . . . . . . . . . . . . . . . . 87 Sucrose Park Today. . . . . . . . . . . . . . . . . . . . . . . . . . 87 What the Traveler Wants. . . . . . . . . . . . . . . . . . . . . . 87 Resolving the Chapter. . . . . . . . . . . . . . . . . . . . . . . . 88 Welcome to Sucrose Park. . . . . . . . . . . . . . . . . . . . . 89 The Main Park. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 The Abyss. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 The Underworld Prison. . . . . . . . . . . . . . . . . . . . . . . 71 Atomic Shockwave. . . . . . . . . . . . . . . . . . . . . . . . . . . 89 The Real Reunion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72 The Gift Shop and Daily Parade. . . . . . . . . . . . . . . . . . 89 The Summoned Monsters. . . . . . . . . . . . . . . . . . . . . 72 Chaperone Services. . . . . . . . . . . . . . . . . . . . . . . . . . .89 Learning the Secret of the Summoned Monsters. . . . . . . . 73 3D Battle Realm. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90 The Rangers’ Weapons. . . . . . . . . . . . . . . . . . . . . . . 73 Ferris Wheel and Light Show. . . . . . . . . . . . . . . . . . . . 90 Resolving Things In Sunny Vale . . . . . . . . . . . . . . . . 74 file Cool-Cade the Ultimate Arcade. . . . . . . . . . . . . . . . . . 90 Find the False Zoltron and Leave . . . . . . . . . . . . . . . . . . . 74 Get the Rangers to Fight Each Other . . . . . . . . . . . . . . . . 75 The Employee Section. . . . . . . . . . . . . . . . . . . . . . . . . . . 90 Warehouse. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90 Cafeteria and Rec Rooms . . . . . . . . . . . . . . . . . . . . . . 91 m Make the Rangers Lay Down Their Weapons . . . . . . . . . . 75 Other Rides . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90 ple Defeat the Rangers and Destroy Their Weapons. . . . . . . . 74 Sa Rescue the Real Zoltron. . . . . . . . . . . . . . . . . . . . . . . . . . 75 CHARACTERS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 Zoltron. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 Erebus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Dagon/The Fake Zoltron . . . . . . . . . . . . . . . . . . . . . . . . . 77 The Sentai Rangers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Amber the Gold Ranger. . . . . . . . . . . . . . . . . . . . . . . . . . 78 Jeremy the Green Ranger. . . . . . . . . . . . . . . . . . . . . . . . . 79 Latika the Pink Ranger. . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Melvin the Blue Ranger. . . . . . . . . . . . . . . . . . . . . . . . . . 81 Roger the Red Ranger. . . . . . . . . . . . . . . . . . . . . . . . . . . 82 Makeup and Costuming . . . . . . . . . . . . . . . . . . . . . . . 91 Operations Center. . . . . . . . . . . . . . . . . . . . . . . . . . . . 91 Corporate Offices. . . . . . . . . . . . . . . . . . . . . . . . . . . . 91 Animatronics Workshop . . . . . . . . . . . . . . . . . . . . . . . 91 The Secret Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92 The Brain Trust Clean Room . . . . . . . . . . . . . . . . . . . . 92 Brain Trust Lab. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93 Throne Room. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93 Barracks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93 The Dark Corridors. . . . . . . . . . . . . . . . . . . . . . . . . . . 93 Searching The Park. . . . . . . . . . . . . . . . . . . . . . . . . . 93 Interviewing Employees. . . . . . . . . . . . . . . . . . . . . . . . . . 93 Getting CoolRad’s Attention . . . . . . . . . . . . . . . . . . . . . . 93 The Kidnapping. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94 Distraction Team. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94 ] 4 Grabbers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94 Kidnapped!. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95 The Cliques. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95 The Secret of the Upgrade Movement. . . . . . . . . . . . . . . 109 Cowboys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96 Golden Cap. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109 Race Car Drivers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96 What Next?. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110 Ninjas. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .96 Research. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110 Wizards. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96 Which Witch? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110 Princesses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96 The Wicked Witch’s Castle . . . . . . . . . . . . . . . . . . . 111 Ballerinas. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96 The Ghost of King Crow. . . . . . . . . . . . . . . . . . . . . . . . . . 111 Exploring the Secret Level . . . . . . . . . . . . . . . . . . . . . . . . 97 Brewing the Witch. . . . . . . . . . . . . . . . . . . . . . . . . . 112 Talking to the Brain Trust. . . . . . . . . . . . . . . . . . . . . . . . . 97 What’s In a Witch? . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113 Escape!. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97 Stories and Texts (core beliefs and ideology). . . . . . . 113 Deactivate the Security Systems. . . . . . . . . . . . . . . . . . . . 97 Music and Clothing (personality and appearance) . . . 114 Disable the Robots Ratchet and Higgins. . . . . . . . . . . . . . 98 Food (preferences and habits). . . . . . . . . . . . . . . . . . 114 Find a Way Out. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98 Weapons and Tools (preferences and habits). . . . . . . 114 Lockdown. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98 Other Objects (superficial quirks and appearance). . . 114 Rebellion in Sucrose Park. . . . . . . . . . . . . . . . . . . . . 99 Emotionally Significant Objects. . . . . . . . . . . . . . . . . 114 Rescuing the Kids . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99 Mixing and Matching Objects. . . . . . . . . . . . . . . . . . 114 Destroy Project Doppelganger. . . . . . . . . . . . . . . . 100 Getting More Objects. . . . . . . . . . . . . . . . . . . . . . . . 115 Important Characters. . . . . . . . . . . . . . . . . . . . . . . 101 Example Witches. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115 CoolRad, aka Coolrat. . . . . . . . . . . . . . . . . . . . . . . . . . . 101 Steampunk Witch. . . . . . . . . . . . . . . . . . . . . . . . . . . 115 ple file Astronauts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95 Anime Witch. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115 Robbie Drake, Psychic Boy. . . . . . . . . . . . . . . . . . . . . . . 101 Tomboy Witch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115 m The Brain Trust . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101 Sa Robot Duplicates. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102 Trial and Error. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115 The Ferals. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102 Once the Witch Has Been Resurrected. . . . . . . . . . . . . . 116 Grab Team . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102 Introducing the New Witch. . . . . . . . . . . . . . . . . . . 116 Distraction Team. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102 The Debate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116 The Scarecrow. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116 Chapter 5: Are You There, Witch? It’s Me, a Monster . . . . . . . . . . . . . . . . . . 104 The Cowardly Lion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116 What’s Going On. . . . . . . . . . . . . . . . . . . . . . . . . . . 105 Judging the Debate. . . . . . . . . . . . . . . . . . . . . . . . . . . . 117 What the Traveler Wants. . . . . . . . . . . . . . . . . . . . . 105 Resolving the Chapter . . . . . . . . . . . . . . . . . . . . . . 118 Getting to the Emerald City: The Tornado. . . . . . . 105 Important Characters. . . . . . . . . . . . . . . . . . . . . . . 119 The Road of Yellow Brick . . . . . . . . . . . . . . . . . . . . 106 The Duke and Dauphin . . . . . . . . . . . . . . . . . . . . . . . . . 119 The Upgrade Movement. . . . . . . . . . . . . . . . . . . . . 107 The Average Citizen of the Kingdom of Oz. . . . . . . . . . . 120 Welcome to the Emerald City. . . . . . . . . . . . . . . . . 107 The Wicked Witch of the West. . . . . . . . . . . . . . . . . . . . 120 Guardian of the Gate. . . . . . . . . . . . . . . . . . . . . . . . . . . 107 The Rulers (Tin, Fur and Straw) . . . . . . . . . . . . . . . . . . . 121 The Winged Monkeys On Strike . . . . . . . . . . . . . . . . . . . 108 Emperor Norton. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122 Exploring the Emerald City. . . . . . . . . . . . . . . . . . . . . . . 108 The Cheshire Cat (The Expat). . . . . . . . . . . . . . . . . . . . . 123 The Emerald Palace and the Rulers. . . . . . . . . . . . . . . . . 108 The Crocodile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124 Outsiders!. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109 The Tin Woodsman. . . . . . . . . . . . . . . . . . . . . . . . . . . . 117 7 5 Chapter 6: Where the Eternal Glades Are. . . . . . . . . . . . . . . . . . 126 Special Guest Stars. . . . . . . . . . . . . . . . . . . . . . . . . 140 Background. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127 How Do I Include a Guest Star?. . . . . . . . . . . . . . . . . . . 141 What the Traveler Wants. . . . . . . . . . . . . . . . . . . . . 127 Potential Additional Cult Forces. . . . . . . . . . . . . . . . . . . 141 Finding the Eternal Glades. . . . . . . . . . . . . . . . . . . 127 Potential Allies for the Player Characters . . . . . . . . . . . . 142 The Everglades . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128 Overview: Project Long Stairs . . . . . . . . . . . . . . . . 143 Crossing the Threshold. . . . . . . . . . . . . . . . . . . . . . 128 Area 51 Right Now . . . . . . . . . . . . . . . . . . . . . . . . . 145 Welcome to the Eternal Glades. . . . . . . . . . . . . . . 128 Crossing the Threshold. . . . . . . . . . . . . . . . . . . . . . 145 The Welcome Wagon. . . . . . . . . . . . . . . . . . . . . . . . . . . 129 Getting Around Area 51. . . . . . . . . . . . . . . . . . . . . 145 Dealing With the Monsters. . . . . . . . . . . . . . . . . . . 129 Area 51 Random Encounters . . . . . . . . . . . . . . . . . . . . . 145 The Contest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129 Dr. Church. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146 Race Around the Glades. . . . . . . . . . . . . . . . . . . . . . 129 The Ice Cave . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147 Capture the Flag. . . . . . . . . . . . . . . . . . . . . . . . . . . . 131 Descending the Long Stairs . . . . . . . . . . . . . . . . . . . . . . 147 Dodgeball . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131 Old Blessed. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147 Win or Lose. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131 Ground Floor of the Apocalypse. . . . . . . . . . . . . . . 148 What Now?. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131 Drawing the Attention of the Cult . . . . . . . . . . . . . . . . . 150 Talk the Monsters Into Going Back. . . . . . . . . . . . . . . . . 131 Learning About the Ritual. . . . . . . . . . . . . . . . . . . . 150 Fighting the Monsters. . . . . . . . . . . . . . . . . . . . . . . . . . 132 The Three Talismans. . . . . . . . . . . . . . . . . . . . . . . . 151 The Forbidden Tree. . . . . . . . . . . . . . . . . . . . . . . . . 132 Getting the Talismans . . . . . . . . . . . . . . . . . . . . . . . . . . 152 Dark Canyon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133 Resolving the Chapter. . . . . . . . . . . . . . . . . . . . . . . 133 ple Important Characters. . . . . . . . . . . . . . . . . . . . . . . 134 The Final Confrontation . . . . . . . . . . . . . . . . . . . . . 154 file Who Should I Use? . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140 Whispers Appears. . . . . . . . . . . . . . . . . . . . . . . . . . 153 Sa m Stopping the Ritual. . . . . . . . . . . . . . . . . . . . . . . . . 154 Megafauna. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134 Brawl!. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154 Monsters and Spirits . . . . . . . . . . . . . . . . . . . . . . . . . . . 134 Allies and Enemies. . . . . . . . . . . . . . . . . . . . . . . . . . 155 Minor Monsters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135 Option: The Ur-Monster Interferes. . . . . . . . . . . . . . . 155 The Head Monsters. . . . . . . . . . . . . . . . . . . . . . . . . . . . 135 Option: Dagon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155 Billy-Brash. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135 Option: Bigger Bads. . . . . . . . . . . . . . . . . . . . . . . . . 155 Sally-Slash. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136 Roleplay! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157 Chris-Crash. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136 Success Table. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157 Resolution and Aftermath. . . . . . . . . . . . . . . . . . . . 158 Chapter 7: Project Long Stairs. . . . . . . . . 138 Important Characters. . . . . . . . . . . . . . . . . . . . . . . 158 The Postcards’ Power . . . . . . . . . . . . . . . . . . . . . . . 139 Dr. Church. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158 What the Traveler Wants. . . . . . . . . . . . . . . . . . . . . 139 Other Scientists. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159 The Cult’s Order of Battle. . . . . . . . . . . . . . . . . . . . 140 Cultist Goon Squad. . . . . . . . . . . . . . . . . . . . . . . . . . . . 159 Core Cult Forces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140 The Traveler. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159 The Traveler. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140 Whispers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159 ] 6 Appendix A: Underworld Tremors . . . . . . 160 Appendix D: The Road-Kill Necromancer. . 177 In the Underworld. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160 Scene 1: Night of the Living Road Kill . . . . . . . . . . 177 Five Underworld Tremors . . . . . . . . . . . . . . . . . . . . . . . 161 The Attack!. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 178 A Murder of Dead Crows . . . . . . . . . . . . . . . . . . . . . 178 Appendix B: Roadside Encounters. . . . . . . 162 A Legion of Flat Cats . . . . . . . . . . . . . . . . . . . . . . . . 178 Mundane Encounters. . . . . . . . . . . . . . . . . . . . . . . . . . . 162 Unholy Regeneration. . . . . . . . . . . . . . . . . . . . . . . . . . . 179 Five Encounter Ideas. . . . . . . . . . . . . . . . . . . . . . . . . 162 Option: Using Bigger Bads . . . . . . . . . . . . . . . . . . . . 179 Roadside Oddities. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163 Escape - Or Is It?. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179 Five Encounter Ideas. . . . . . . . . . . . . . . . . . . . . . . . . 163 Threat: Escape Plan . . . . . . . . . . . . . . . . . . . . . . . . . 179 Tourist Traps. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163 Threat: Zombie Siege . . . . . . . . . . . . . . . . . . . . . . . . 179 Five Encounter Ideas. . . . . . . . . . . . . . . . . . . . . . . . . 164 Zombie Pool. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 180 Urban Legends . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164 Scene 2: The Trap Is Sprung . . . . . . . . . . . . . . . . . . 180 Five Encounter Ideas. . . . . . . . . . . . . . . . . . . . . . . . . 164 The Dark Forest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 180 A Note on Adults in Roadside Encounters. . . . . . . . . . . . 165 What Happened To The Adults?. . . . . . . . . . . . . . . . . . . 181 Mini-Adventures. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165 Scene 3: The Moors of the Dreamlands. . . . . . . . . 181 The First Test: The Test of Mercy . . . . . . . . . . . . . . . . . . 182 The Second Test: The Test of Cunning . . . . . . . . . . . . . . 182 file Appendix C: Mr. Keen’s Muse . . . . . . . . . . 166 ple Scene 1: The Art Show . . . . . . . . . . . . . . . . . . . . . . 166 Enter New Idyll. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167 m Something’s Not Right. . . . . . . . . . . . . . . . . . . . . . . . . . 167 Scene 2: Mr. Keen Has a Posse. . . . . . . . . . . . . . . . 168 Sa Scene 3: Free Margret!. . . . . . . . . . . . . . . . . . . . . . 169 The Cabin of Mr. Keen. . . . . . . . . . . . . . . . . . . . . . . . . . 170 Inside the Cabin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170 Freeing Margret. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171 Angry Clown Threat. . . . . . . . . . . . . . . . . . . . . . . . . . . . 171 Scene 4: The Talented Mr. Keen . . . . . . . . . . . . . . . 172 Rescue the People. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172 Banish the Colour Out of Space. . . . . . . . . . . . . . . . . . . 173 Stop Mr. Keen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173 Rewards. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174 Important Characters. . . . . . . . . . . . . . . . . . . . . . . 175 Rooster. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175 Endless Stream of Clowns . . . . . . . . . . . . . . . . . . . . . . . 175 Celebrities. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175 Tiger Ridden by Waifish Children. . . . . . . . . . . . . . . . . . 175 Mr. Keen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 176 Margret, the Robo-Rainbow Unicorn Muse. . . . . . . . . . . 176 The Tragic Tale of the Hoag Family. . . . . . . . . . . . . . . . . 183 The Third Test: The Test of Strength. . . . . . . . . . . . . . . . 183 Hoag Family Stats. . . . . . . . . . . . . . . . . . . . . . . . . . . 184 Scene 4: Abner’s House. . . . . . . . . . . . . . . . . . . . . . 184 One Roll Hijinks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185 The One Roll Wacky Hijinks Mystery-Solving Mini Game Tables. . . . . . . . . . . . . . . . . 186 The Finale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190 Battle! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190 Make Abner Surrender. . . . . . . . . . . . . . . . . . . . . . . . . . 190 Trap Abner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190 Resolution. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190 Important Characters. . . . . . . . . . . . . . . . . . . . . . . 191 Abner Hoag. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191 Frankenfish. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191 Roadkill Horde. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191 7 The Traveller’s Postcards. . . . . . . . . . . . Inserts 7 file Sa m ple Introduction Road trips. The quintessential American family vacation. Pile in the car with mom, dad and siblings, sing songs and play I Spy as you travel to some regional wonder, the park (theme or national), the lake, the beach, or distant family members. You might remember these as times of pure happiness, shining jewels of bliss in the treasure trove of your childhood memories. Or you might remember being bricked by luggage up, a backseat Amontillado, the doldrums of the vast lengths of highway you crossed, the tedium of being dragged to historical monuments that you couldn’t care less about and the irritation of your parents who don’t appreciate your lack of enthusiasm or the endless war of attrition between your siblings, trading each precious bit of patience and sanity in exchange for as much frustration and hurt feelings you could inflict on them. Is it coming back to you now? Sleeping with your face pressed against the car window? The hours of silence after everyone’s run out of things to say? The lightheaded feeling when you first get out of the car? ] 8 This campaign is an homage to this most venerated of familial traditions. Only instead of trying to accurately simulate the road trip, the most existential of all vacation types, this will have monsters. Giddy, sanity rending monsters, eager to cut you open from your seatbelt strait jacket and free you for a slightly different kind of road trip. A long twisting odyssey through the murky subconscious of children’s entertainment, both old and new. Talking animals plotting rebellion and mass executions in a quaint New England farm. A trip to the land of Oz to find a new ruler to unite the kingdom. Deluded heroes in matching spandex uniforms who fight villains conjured by their own dark emotions. A perfectly plastic theme park that offers everything except escape. Sprits that lure children to a parentless paradise where the dark beasts lurk and no one ever goes home. So, get packed and get some sleep. We’re leaving at dawn. Summary Road Trip is an adventure campaign for Monsters and Other Childish Things. You only need the main rule book to run this campaign. No other rules are necessary, but the supplement Bigger Bads might be handy for the finale. Chapter 1: Prologue to a Travelogue The prologue kicks everything off and provides lots of options and ideas for running the campaign. Chapter 2: Pastoral Manor Location: New England. ple file The perfect rural retreat, a happy farm and pastoral paradise. Thousands of children used to visit the Manor, as it was considered the most perfect farm the country, not to mention the beautiful forest adjacent to it. But beneath this shining exterior lies a seething underworld of scheming and malevolent talking animals. Every animal that lives more than a year on the farm’s land becomes intelligent. Many of the animals want to revolt against the cruel Lord of the Manor while others seek to oppress their fellows. Sources: Sa m Animal Farm, Charlotte’s Web, Babe, The Secret of NIMH and Watership Down. Chapter 3: Sunny Vale Location: California This small suburban town is a magnet for the uncanny. UFOs sightings happen daily and seldom does a month go by without a building collapsing. In truth, the Sentai Rangers, overzealous teen warriors empowered by enslaved monsters, unwittingly summon otherworldy creatures to fight on a regular basis. The monsters of the PCs are drawn to Sunny Vale whenever they draw near California. The Sentai Rangers must be stopped! Sources: Mighty Morphin’ Power Rangers, Dragonball Z, Faust, Elric of Melniboné. Chapter 4: Sucrose Park Location: Las Vegas. Designed as the ultimate daycare center, Sucrose Park looks after thousands of kids while their parents gamble away their college tuitions in casinos. A wonderland of rides, ball pits, arcades and costumed mascots await. Too bad the owner never wants anyone to leave. Ever. All the neon lights and laser tag arenas can’t hide the fact that Sucrose Park is a prison. It’s time to break out. Sources: Saturday morning cartoons, theme parks, Misery. 7 9 Chapter 5: Are You There, Witch? It’s Me, a Monster Location: Kansas. Sources: ple file A powerful tornado plucks the characters from the road but they find themselves not in the Oz of yellow brick road and flying monkeys, but a bleak, rundown Oz suffering from a split society and inept rulers, and activists who want to connect to the real world and modernize. The characters need to find aruler who will unite the kingdom and bring order to the land. The Wizard of Oz, The Adventures of Huckleberry Finn, Sa m The Prince. Chapter 6: Where the Eternal Glades Are Location: Florida. A tour of the Florida Everglades goes horribly awry when the party finds themselves in the deepest wilderness, The Eternal Glades. A band of children and their monsters have thrown off the shackles of civilization and live as savages in a world of mystery and wonder. They’ve gone too wild, though, and their antics are descending into barbarism. If the party can’t re-educate the wild kids, then the Eternal Glades will claim the souls of the kids forever. Sources: Where the Wild Things Are, Lost, Lord of the Flies, Land of the Lost. Chapter 7: The Long Stairs ] 10 Location: Area 51. The final battle with the Ur-Monster takes place in the depths of Area 51, the top secret US military base. For decades, the US has experimented with transdimensional exploration with a project known as ‘Long Stairs’. However, the Ur-Monster is nearly awake and the entire base has been overrun by its minions.