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I fancy having my players trapped inside an abandoned Cold War
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I fancy having my players trapped inside an abandoned Cold War bunker. What sort of spooky things can they find in there? What creepy stuff can I inflict on them?
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>>46502367
>Cold War bunker.
>What sort of spooky things can they find in there?
Not a whole lot. The thing about the cold war is that it stayed cold. There was never any reason for anybody to use those bunkers for anything other than practice exercises.
Your adventurers will probably find lots of provisions and possibly arms and ammunition.
The "creepiest" you might drop on them is silly propaganda, telling people not to be afraid of the A bomb or never to trust the commies.
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>>46502367
Cold war bunker from which country?

Spooky shit can be old NBC suits in unexpected places, looking like theres somebody in them. Or maybe have somebody dead inside. Strange stuff leaking from strange pipes. Asbestos and mold than can wreck your lungs. Rats scurrying around. Junkies. Hobos. Cultist shrines.
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>>46502367
>I fancy having my players trapped inside an abandoned Cold War bunker.
like what >>46502437 said, these bunkers were never used, so with the exception of some crazy vagrant they aren't likely to find anything particularly dangerous inside. But, with that said, if you do some creative descriptions you may be able to convince the players that this bunker would make the perfect base of operations for their PCs. Which means you can get all kinds of plot-hooks out of them trying to gather the money and resources to first get it into a livable condition as well as additional improvements and additions.
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>>46502544
There was one guy on /k/ that bought a missile silo. He had to run AC systems 24/7 or mold and ice n shit would pop everywhere. Also, had trouble with water seeping in.
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>>46502576
>mold and Ice
while there are some species of mold that do pose a health danger, it's not exactly the kind of fear-inducing shit OP was looking for.

setting up an AC system and de-humidifiers thought the complex seems more like a logistical problem than a "spoopy shit" problem. But like I said before, solving a logistical problem can be a great way to segue into a plot-hook.
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OP here.

>>46502437
Probably should have specified, game is modern day horror, and the supernatural exists in the setting. So ghosts, horrible forgotten experiments and weird shit are all plausible.

>>46502522
This bit of the game is in the southern USA.
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>>46502367
>players
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>>46502751
>Probably should have specified, game is modern day horror, and the supernatural exists in the setting. So ghosts, horrible forgotten experiments and weird shit are all plausible.
kinda figured...
Welp! When in doubt, consult creepypasta!!!
http://creepypasta.wikia.com/wiki/Creepypasta_Wiki
Poke around the site a bit, see if anything there gets the ol' creative juices flowing.
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>>46502786
>not forcing your group to play as a band of bards
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>>46502751
skinwalkers
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>>46502751
>game is modern day horror, and the supernatural exists in the setting.
Yeah, but the problem is the nature of the bunkers, not the nature of reality.
Maybe choose some WW2 bunkers.
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>>46502798
Oh, I wouldn't worry about those.
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>>46502751
I dunno if it will do you any good, but have this map of a cold war yugoslav underground airpbase built into a mountain.
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>>46502367
Hazmat suits....all with cracked face-screens.

Water has started to pool into one room and occasionally bubbles come up in a line before it becomes calm again.

Every mirror in the place smashed and reflective surfaces marred.

The trick is to imply things and let the player's imagination do the rest.
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OP again.

>>46502786
As much as I'd love to do this, it's hard enough getting them around for a session, much less me locking them in an actual bunker.

>>46502798
Skinwalkers are showing up in a later session.

>>46502824
Trying to avoid WW2 as much as possible, my players have a running gag that I'm completely unable to run a game that doesn't involve Nazis. If it's a WW2 bunker I'll never hear the end of it.

>>46502838
Maps are always appreciated! I'm currently trying to find some good ones to use/adapt.

>>46502848
This I like. I want the players to be jumping at every noise and drawing all the wrong conclusions.
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>>46502367
>>46502791
Yeah, for a cold war bunker, I think your best bet would be to go for "super-classified experiments" - there's that creepypasta about the no-sleep guys, for instance.

For a black site bunker you can go as big (especially deep down) as you need with the scale, and imply all sorts of creepy things.
Especially with medical facilities and very-securely-sealed doors, those are good, and you could imply a lot with the size, equipment and fullness of an armoury

If you want to be really unsubtle with it, have some Operation Paperclip documents about
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>>46502367
http://qntm.org/impenetrable
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When you say "bunker," do you mean a fallout shelter like my fellow anons are assuming, or are you maybe envisioning something more like an underground research facility or command center of some kind? In either case, let's see if I can think up some spooky happenings.
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>>46503055
Or lassie-bots.
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Since we are talking US,Cold war, and spooky experiments, its natural that the CIA has to be involved on some level.
Inventing new drugs and procedures for mind control with whatever side effects your mind can conceive? Sure thing boss, we got em.
https://en.wikipedia.org/wiki/Project_MKUltra

Test the behavioral and toxicological effects of certain drugs on animals and humans? Yup, we have that too. Also, maybe they summoned demons or some shit.
> As part of Operation Often, Dr. Gottlieb and other CIA employees visited with and recruited fortune-tellers, palm-readers, clairvoyants, astrologists, mediums, psychics, specialists in demonology, witches and warlocks, Satanists, other occult practitioners, and more.[2]
https://en.wikipedia.org/wiki/Project_MKOFTEN

Biological experiments that maybe produced weird mutants? Haha,sure thing.

It is generally reported to be a successor to the MKDELTA project and to have focused on biological projects including biological warfare agents—specifically, to store materials that could either incapacitate or kill a test subject and to develop devices for the diffusion of such materials.[1][2][3][4][5]
https://en.wikipedia.org/wiki/Project_MKNAOMI
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Put LSD in their drinking water and have a very quiet, barely audible track of unintelligible whispering and creaking, scuffling noises playing.
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One of /tg/'s favorite tactics in horror scenarios is to mess with the PCs' sense of space and time while they're exploring. I think that this technique can be pretty effective in a game set in an underground bunker, as the PCs and their players will have even fewer natural landmarks and reference points down there.

>Give the PCs a map or a set of blueprints early on and have the actual layout of the bunker slowly begin to diverge from the plans as their explorations continue.
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>>46503674
>Put LSD in their drinking water
Perhaps we should refrain from putting forth illegal and/or morally questionable suggestions.
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>>46504099
I bet you also believe in not stabbing players when their characters die too.
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>>46504449
>I bet you also believe in not stabbing players when their characters die too.
Actually I do believe that.

Because I'm not a terrible person.
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>>46504474
>I'm not a terrible person.

>won't give his players free drugs

Pick one.
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>>46504474
You are supposed to be their DM, not a "person".
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>>46504493
>DM, not a "person".
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>>46504493
BeepBoop
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>>46502367
Borane and/or hydrazine poisoning

...

Find a S.T.A.L.K.E.R guide and copy that
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>>46503250
If you make it set in/around the around Rocky Flats facility in Denver you could include some mutated Rocky Mountains wildlife. That place nearly went full Chornobyl a couple times so it wouldn't be much of a stretch to say it did in your alternate universe.
IRL they have sealed off "infinity rooms" in the basement where the contamination is so bad it's off the scale of measuring devices.
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>>46502367
spiders
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Radiating nuclear waste

Volatile rocket fuel

Poisonous chemicals that form gases when in contact with humidity

Biological warfare infections

Killer mold

Natural cave leading down

Drill hole

Secret experiments

Storage vault for things too dangerous to be known

Nazi nuclear lab

CIA drug lab

LIGO

Rapidly rising water level
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>>46502751
Just play STALKER and go from there
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>>46504892
>hydrazine

Holy shit, those explosive limits
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>>46505509
> Don't touch it, don't even look at it
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>>46505509
Mix in some hypergolic nitric acid and you get "Devil's Venom"
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>>46505509
If you're playing the Deadly Chemicals game, Chlorine trifluoride is also a strong contender - while it's unreactive with steel and copper it will react with things like glass, asbestos, concrete and sand, setting them on fire.
And the fires can't be put out by denying oxygen. And by-products of its reactions include Hydrofluoric acid and Fluorine gas.

So yeah, deadly barrels at their finest
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>>46502828
why would you not be afraid of skinwalkers?!
>>46503674
thou shall not alter my neighbor's consciousness without their consent!
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Your party finds a shelf with an assortment of dildos. The spooky part is that there's fresh poo on them.
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>>46506417
That's actually one thing you can do sorta. Just have everything look super beat up and abandoned except there's a half full bottle of aquafina or something deep in the facility with the cap still on
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>>46503674
>LSD in the drinking water
No way, man.
None of them would wind up with a drop of it.

Buy a couple 2 liters of mountain dew, and spike those.
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People who panicked and barricaded themselves inside, contrracted some form of food posioning, I can't remember what it's called but it involved rice or wheat and it made you crazy. Then they turned cannibalistic as the food ran out.
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>>46506287
>>>/reddit/

I can tell from the punctuation
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>>46502751
pretty much anything from the SCP wiki.

They explore the bunker, lights are flickering as they get in further. Horrible scream starts, suddenly they are being chased by a horror and the lights are flickering worse. The further away they get, the darker it gets, the harder it is to see. The creature is attracted by their flashlights and noise.

Downside, there are also creatures attracted to them, but scared off by light. they like the dark. They are former adventurers.
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>>46505998
>while it's unreactive with steel and copper it will react with things like glass, asbestos, concrete and sand, setting them on fire.

>he forgot to list lab assistants
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>>46502367
Make the bunker home to a rouge soviet science cell that continued experimentations on human genetics creating man/ape hybrids. They could be malformed and feral, or civilized but dangerous if their privacy is threatened.
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>>46502367
CIA mind control experiments gone rogue.

We used to do lots of stuff.

Midnight climax
PHOENIX
Mk ultra
Blue book
Azorian
Psychic experimentation

Goes on and on and on....
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>>46506857
I believe there is a fungus that prefers growing on Rye that causes intense hallucinations when eaten.
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>>46508942
ergot
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>>46508942
Ergot, has a similar active ingredient as LSD. Hallucinations are usually ones of persuit or being persued. It's believe that ergot poisoning may have contributed to the Loup Garou scares in France back in the day. So infected players could perceive things that aren't there and "prey" upon them or flee from the group into another encounter or scary situation.
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>>46502367
>>46502751
Have them encounter some /k/ommandos. Your players are greeted by 2d4 low-level people armed with a mixture of mosins and ARs yelling "CHEEKI BREEKI and REMOVE (whatever food relates best to your spookies). At least one guy in a greatcoat (regardless of temperature) and at least one gearqueer with modern armor and several thousand dollars of miscellany ALL IN MINT CONDITION strapped to himself.

They could be used as fodder when the time comes to do some horror things.

Maybe develop a table of different board denizens to bump into. /clg/ trying to get some good pictures, /out/ going spelunking, /x/ doing whatever they do, maybe ever /b/ trying to claim the ultimate basement. Anyone want to stat a 4chan random encounter table up populated with representatives from different boards?
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>>46509526
The guy who first synthesized LSD-25 was working with ergot chemicals. He later discovered a very similar chemical in Psylocybin. But now there's DMT. If you want fun drug effects for player characters consider Angel Dust.
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>>46502367
Go full Metro 2033 D6 mode
Make them exoereince the fear and misery of those fucking blobs
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>>46509649
So... Half Life?
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>>46508887
>Midnight climax
Was that operation planned and run by horny 8th graders?
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>>46509649
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>>46509649
/pol/ should be down there making it a holdout for The Happening. They've got lots of supplies stockpiled, plenty of tinfoil to keep out mind readers, radio and computer equipment to stay in contact with the outside world, some kidnapped white women they plan on impregnating afterwards to ensure the continued survival of the White Race, and an entire library's worth of Alt Right propaganda to completely brainwash themselves so they don't have to ever worry about realizing how fucking autistic they are.

/r9k/ should be a bunch of passive betas trying to become MGTOWs so they went down there to get away from all the non-existent oppressors that are on the surface.
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>>46505998

>Chlorine trifluoride, ClF3, or "CTF" as the engineers insist on calling it, is a colorless gas, a greenish liquid, or a white solid. It boils at 12° (so that a trivial pressure will keep it liquid at room temperature) and freezes at a convenient —76°. It also has a nice fat density, about 1.81 at room temperature.
>It is also quite probably the most vigorous fluorinating agent in existence— much more vigorous than fluorine itself. Gaseous fluorine, of course, is much more dilute than the liquid ClF3, and liquid fluorine is so cold that its activity is very much reduced.
>All this sounds fairly academic and innocuous, but when it is translated into the problem of handling the stuff, the results are horrendous. It is, of course, extremely toxic, but that's the least of the problem. It is hypergolic with every known fuel, and so rapidly hypergolic that no ignition delay has ever been measured. It is also hypergolic with such things as cloth, wood, and test engineers, not to mention asbestos, sand, and water —with which it reacts explosively. It can be kept in some of the ordinary structural metals — steel, copper, aluminum, etc. —because of the formation of a thin film of insoluble metal fluoride which protects the bulk of the metal, just as the invisible coat of oxide on aluminum keeps it from burning up in the atmosphere.
>If, however, this coat is melted or scrubbed off, and has no chance to reform, the operator is confronted with the problem of coping with a metal-fluorine fire. For dealing with this situation, I have always recommended a good pair of running shoes.
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>>46502367
The bunker is a former authentic production site of 'Red Mercury', the substance that ignited the many myths over the past 40 years. This is the shit that people claimed can make suitcase Hydrogen bombs, act as a poison, or even summon Djinn, but a source could never be procured, and all samples over the decades proved to be false. The ludicrous story that never died out.

Put it in a former Soviet bloc country, preferably somewhere in the what-the-hell-istans. Abandoned long ago, and scrubbed of most working equipment and documentation.

You're a team of low level jihadis, or otherwise black market procurers serving both sides of the larger conflict, exploring ruins that have been sacked many times before. You're all young and gullible, but the legend of the substance and this very bunker are too strong to resist a peek. Maybe someone will get lucky this time? Find a hereto unknown manhole cover leading to a laboratory?

Instead, the place is empty, creepy at best.
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>>46510662
At some point in exploring the medium sized complex, a crying boy can be heard. The players are free to think that this is taking a turn to the schlocky supernatural, but indeed, it's just a lost kid of 6 that followed them into the structure at dusk, and is too afraid to venture out into the usual night, or venture deeper and meet the adults. The boy will drop dead however, foaming at the mouth and convulsing briefly should the players discover this minor mystery. Symptoms are vague, but in actuality, the child overdosed.

You see, the lab was evacuated in short order when the substance of 'Red Mercury', which was never anything more that a potent hallucinogen developed by the Soviets early on in the research into the psyche, had been revealed to have contaminated most of the lab due to sloppy procedure. Scientists and military personnel were instructed to haul most of the equipment back out, and clear house; funding was shortly cancelled the next year as a more reliable substance was discovered in Switzerland. But the bunker remained, uncleaned and mothballed.

The characters at this point will have disturbed enough of the fine particulate that they're well on their way to a horrible, dark trip of a lifetime. It takes about 10-15 min for effects to kick in, sooner for the child.

Then inform your players that the shitty pot you smoked earlier was actually DMT.
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>>46510641

>And even if you don't have a fire, the results can be devastating enough when chlorine trifluoride gets loose, as the General Chemical Co. discovered when they had a big spill. Their salesmen were awfully coy about discussing the matter, and it wasn't until I threatened to buy my RFNA from Du Pont that one of them would come across with the details.

>It happened at their Shreveport, Louisiana, installation, while they were preparing to ship out, for the first time, a one-ton steel cylinder of CTF. The cylinder had been cooled with dry ice to make it easier to load the material into it, and the cold had apparently embrittled the steel. For as they were maneuvering the cylinder onto a dolly, it split and dumped one ton of chlorine trifluoride onto the floor. It chewed its way through twelve inches of concrete and dug a threefoot hole in the gravel underneath, filled the place with fumes which corroded everything in sight, and, in general, made one hell of a mess.

>Civil Defense turned out, and started to evacuate the neighborhood, and to put it mildly, there was quite a brouhaha before things quieted down. Miraculously, nobody was killed, but there was one casualty — the man who had been steadying the cylinder when it split. He was found some five hundred feet away, where he had reached Mach 2 and was still picking up speed when he was stopped by a heart attack.
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Russians.

There's Russians in the bunker, old and sober, they know every single nook, cranny, corner, vent, hallway, closet and protruding piece of architecture. You don't.
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>>46510720
That's incredibly nasty stuff I wouldn't work with, but eating 12" concrete sounds more impressive than it really is.

I used to work with large volumes of HCl and that would readily eat through concrete too and it's a much safer chemical.
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>>46502367
Make it so a group of people were locked in as an experiment to study the long term effects of confined living

It writes itself from there
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