This is an adventure for the Tales from The Loop tabletop role-playing game by Free League. It can be played as a one-shot, or maybe over a few sessions.
The setting is a science camp on a small island off the coast, not anywhere near where the kids live. During their stay, the kids will encounter a mysterious old man, and some harrowing creatures from a distant pasts.
The scenario is not particularly tied to the US or Swedish (or any other) setting, and can easily be adapted. Everything you need to play the adventure is included, but you do need the main rulebook for the basic rules of the game.
Map of the island
Running the adventure
About the island
The island where the kids will spend a week-long science camp is an ancient stronghold that has long ago lost its strategic significance. The first castle was built in the 13th century. Since then it has transformed from a fortified position to a vacation home for the nobility from the late 17th century onwards, to the site of an advanced research company called ROTOR.
That company went out of business about ten years ago, in the mid-seventies, and the island has been left largely abandoned since then, vegetation slowly taking over.
Recently, a youth organization has been given the opportunity to use the island for science camps. They have refurbished some of the old labs in the castle, and have turned the coachhouse into dorms.
Starting the scenario
The start of the adventure finds the kids on the island's shuttle boat, piloted by the island's house warden Gustaf. They travel together with the camp counselors, who welcome them and make their first acquaintances on the boat.
As they arrive and settle in, they will get a quick tour of the coachhouse and the castle, but not the entire island. Have an everyday life scene about how everyone settles into the dorm rooms after their first evening meal. Maybe there is some hot cocoa and board games to finish off the first night?
The next day, Gustaf will fairly quickly take off again in the boat to fetch supplies from the shore, and the kids will start their activities under the guidance of the camp counselors.
But not all is as it seems...
The first sign that something is amiss on the island will be sightings of Tiberius, lurking about.
Then some adventurous kids accidentally open up Tiberius' time portal (See The Truth), and the real mayhem starts.
Giant spiders, scorpions, dragonflies and centipedes will start to roam around on the island, in ever increasing numbers, and becoming increasingly dangerous.
The adults (camp counselors) will of course generally dismiss this as overactive imaginations of the kids, or some normal harmless natural variety.
Refer to the countdown for how the kids get drawn into the adventure further and how their time runs out.
The Truth
The research company that used to be housed on the island was called ROTOR, and went out of business about ten years ago, shortly after they fired their lead scientist (Walter Tiberius). He conducted unsanctioned time-portal experiments in a hidden lab he had constructed without the knowledge of management. The company desperately tried to stay afloat after this incident, but ultimately failed.
Tiberius' time portal experiments were indeed succesful, and he managed to build a gate to prehistory. After his firing, the management of ROTOR was unable to safely control the portal, and chose to abandon the project. The financial strain and the bad press and speculation due to Tiberius' departure led to their bankruptcy.
Tiberius was shunned by the scientific community and became a recluse. He derived some pleasure from seeing the former site of ROTOR descend into ruin.
When the science camps started being organised, Tiberius worried that someone would discover his secred lab and the -presumably- intact portal. He decided to go take a closer look and guard the castle against snoopers. He has set up camp in the old ice cellar and lurks about monitoring the children. He doesn't want to destroy his work, he mainly wants it to be preserved.
Tiberius travels to the island in a small boat and hides it on a small beach at the southeastern coast, whenever there is a science camp. On one previous occasion, he has hidden a small handgun under the eastern bridge, for emergency use.
The house warden (Gustaf) was already there at the heyday of ROTOR and knows that there is some sort of dangerous secret lab in the castle. But he doesn't know the ins and outs, as he is not a scientist. He also knows Tiberius, but would have a hard time recognizing him after all these years. He has heard rumors of someone lurking around on the island sometimes, but he doesn't consider it his problem as long as nothing gets damaged.
Early in the scenario, some adventurous kids who are taking part in the science camp start snooping around in the castle on their own and discover the old lab, but not the portal. They power the lab up and play around with the computers and equipment, inadvertently activating the portal to a prehistoric time when giant insects and arachnids roamed the earth. Since then, these frightening creatures have been finding their way to our world and have been making a home on the island. Some are rather harmless, but others actively hunt for prey.
Later on, one the kids' friends will be taken away by a spider, sedated and cocooned in its nest.
Resolving the crisis
The kids' abducted friend should be found and freed. The spider has taken its victim to its nest, which can be located by following the spider's tracks through the thick vegetation.
The portal must be closed somehow, or the giant insects will completely overwhelm the island, and possibly migrate to the outside world too, wreaking havoc.
Showdown
When the kids end up at the portal and try to shut it down, they are faced with one or more giant insects and spiders who hinder their efforts, along with the complexity of Tiberius' setup. Combining their skills can overcome this Extended Trouble. Any documentation they've discovered on Tiberius' research will certainly help them.
Read this at the start of the game
"Welcome to Science Camp! I'm sure you will all have a wonderful week here on our pretty little island, going out on expeditions, exploring and doing some actual real science in real labs!"
The voice of Steph, Science Camp's lead counselor, can hardly be heard over the noise of the boat's engine. The sea is choppy, as you approach the unnamed small island off the coast where you will be spending the next week. You can just about make out the gatehouse slightly beyond the shore. Thick trees obscure the view of the castle, further up on the island.
This week'll be exciting, that's for sure. The island looks promising and even a bit mysterious. It's hard to shake a sense of dark foreboding. That's probably just your nerves.
Countdown
- A scary strange old man (Tiberius) is seen lurking about, scaring the children
- There is a rumor that some kids found a disused lab with functioning computers and lots of cool equipment.
- Some kids find a cocooned animal, it is not dead but sedated.
- One of the PCs' friends goes missing, possibly dragged away during the night. Adults minimize it, search is low key.
- Tiberius tries to shut down the portal, but is dragged off by an insect or arachnid. The adults dismiss this.
- The insects become ever more brazen, moving around the island becomes dangerous.
- The island is overwhelmed, the kids have to hunker down and hope for someone to save them.
