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Point No Point Light (Maryland)

As you near the coast, several hundred yards in the water stands a
lighthouse on a large concrete pylon. The entire area appears
abandoned and the lighthouse does not appear to be functional.
There is a faint tingling of Aether coming from the lighthouse
indicating an almost certain connection to the God-Machine.
Objectives:

Clear the Lighthouse


Learn the Occult Matrix and identify the infrastructure linchpin
(Optional) Complete without being noticed by humans

Obvious Obstacles:

Several hundred yards of sea water


Boarded up & Locked

The Water:
Chesapeake Bay is normally only 6 to 30 feet deep (thus the need for lighthouses) however the area
around the pylon is 60 feet deep. This strikes you as an odd place to put a lighthouse considering all the
additional concrete needed for the pylon. In the water surrounding the area is a pack of Devourer Eels.
Entering the Facility:
You reach the outer landing of the lighthouse. Across from the entrance door a small boat is hanging and
cables fall from various places on the lighthouse exterior. Several windows allow you to peek into the 1 st
story and 2nd story (with lift) of the facility and it is likely that you could climb the facility and inspect the
upper section where the light mechanism sits.
Basement Pylon:
You enter the section of the pylon above water, a heavy steel bank vault with door with a sign saying
Authorized Personnel Only prevents you from descending the stairs any further. If the ring is able to get
past this section they find a set of spiral stairs descending down into the concrete pillar.
1st floor:
The first floor appears to be an open communal area. There is a table, two desks, microwave, couch and
other similar items. Everything appears to be neatly in order with 4 chairs stacked on the table. A flight of
stairs lead up and down. A search of the area reveals a notice that the lighthouse will be shut down in
1962 and thanks the staff for their years of service, it remind them of non-disclosure agreements in the
employment contracts.
2nd floor:
This is an area that has several sleeping rooms and a restroom. Each of the small rooms has a twin size
bed and desk. One of the rooms appears to have items in it as if someone was staying here. Within those
items are personal items from a man named Henry James, a work order to install a new water filter, and a
post-it-note containing an 8 digit combination. The work order includes parts worth $3,500 (35k current)
and labor worth $1,500.
3rd floor:
This area is pitch black, the upper window has blackout blinds installed. This is a storage area that is
mostly empty except for the numerous Giant Blue Crabs living here.

Top:
The mechanism to produce the light is missing from the top of the lighthouse. The area seems neat except
for a buildup of seagull dung on the exterior of the facility. There is a small hatch at the top of the area
that has been pried open, inch steel has been pierced then peeled back allowing a full size man to enter.
Bottom:
This area is pitch black until the party can get the lights on. At the
bottom of the staircase is a man who appears to have been dead for
several weeks. It looks like he was carrying a bunch of tools and a
huge (but light) box. His head lies on the bottom of the stairs cracked
open and dried blood surround the body.
The room is filled with pipes and tanks. Within the center of the room
is a machine which is partially unassembled and hoisted into the air
via the use of cables and pulleys. On the outside of the device is a
label indicating #2 10,000 GPM. In the computer is an IBM
mainframe that appears to be partially powered. The software reports
yellow warning fault in the operation of water pumps #2. Causing generators 1 & 2 to be offline, only
emergency generator 3 is online.
The ring needs to complete the installation of the large
water filer (linchpin) then reboot the system.

Name: Devourer Eel


Concept: Cryptid Monster
Mental Attributes: Intelligence 1, Wits 2, Resolve 2
Physical Attributes: Strength 3, Dexterity 3, Stamina 3
Social Attributes: Presence 1, Manipulation 1, Composure 1
Physical Skills: Athletics (Swimming) 3, Brawl (Biting) 3,
Stealth 2, Survival 2
Merits: Double Jointed
Rank: 2

Health: 8

Willpower: 2

Size: 5

Speed: 15

Initiative: 7

Armor: 1/1 Defense: 6

Aether Eater
The cryptid has a taste for the residue of the God-Machines operations, consuming Aether for sustenance.
It takes mere minutes for the cryptid clear a room of aetheric residue. The cryptid can even draw Aether
out of stockpiles, and demons .This causes Aether Eaters to prey on the Unchained, as demons are the
only beings to house large amounts of Aether.
System: A successful attack (usually a bite) drains one point of Aether from a demon, regardless of how
much damage the attack inflicts.
Name: Giant Blue Crab
Concept: Cryptid Monster
Mental Attributes: Intelligence 1, Wits 2, Resolve 2
Physical Attributes: Strength 3, Dexterity 1,
Stamina 6
Social Attributes: Presence 1, Manipulation 1,
Composure 1
Physical Skills: Athletics (Swim) 1, Brawl (Pincer) 3, Survival 2
Merits: Rank: 2

Health: 11

Alternate Composition
Armor as hard as steel = 5/3.

Willpower: 2

Size: 5

Speed: 5

Initiative: 3

Armor: 5/3

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