A Cozy, Creepy, Winter Campaign

>Your PCs are a team of couriers and mail-carriers tasked with delivering supplies and communications between remote mining and fishing communities in the frozen northlands.

>Together, you crew a large crawler vehicle, designed to haul cargo through the snow and provide comfortable if cramped shelter for its operators as they make their appointed rounds.

>As the government's presence and ability to respond to incidents and accidents in this region is tenuous at best, the PCs are often asked to help with a wide range of situations.

>Most of these are mundane in nature, like delivering a time-sensitive letter to the next town along their route, checking in on an elderly prospector or repairing a faulty generator.

>Sometimes though, the situation is more creepy, like running across a "cursed" unfinished rail line, like investigating mysterious disappearances or sighting otherworldly creatures.

What are some potential cozy or creepy quest hooks, happenings and set-pieces for the crew of a roving snow-crawler to come across as they traverse the great white north?

Other urls found in this thread:

en.wikipedia.org/wiki/Ijiraq_(mythology)
youtube.com/watch?v=NmcSMAuo8OI
twitter.com/NSFWRedditImage

I adore vehicles like that, I have a cross section of one of the older soviet ones, but sadly no interior shots of the newer version that's got two parts connected via articulation.

>"cursed" unfinished rail line

>About 20 years before the events of the campaign, the government tried to establish a rail line reaching up into the northern reaches. It was plagued with bizarre setbacks, accidents, and deaths, and it's construction was finally cancelled when three seperate sections were buried under rockslides and avalanches on the same day.

This is part of the reason why snow crawler couriers are needed.

Just make it At the Mountains of Madness and stop pretending you want to run anything else.

It's not a of wanting to run a straight snowbound-horror campaign, as it is about wanting to run a campaign set in a harsh and mysterious but beautiful winter setting. Not everything the PCs would come across would be supernatural in nature, and not everything would be harmful either.

>Recent diptheria outbreak in extremely remote gold rush town of 700 has left the only doctor overwhelmed and lacking in crucial anti-toxin.

>11th hour Giant Snow Leopard animal sled team is assembled to transport hastily assembled supplies until a full shipment from further south is sent north.

>On the last leg of the journey the famous explorer Seppala and his Giant Snow Leopard Togo have missed their check in, Courier team tasked with finding the sled team, and if they cannot continue to deliver the serum the rest of the way with the clock ticking.

Depends how silly you want this to get OP.

>Photojournalist want Couriers to take her areas with breathtaking scenery and local flora/fauna for her article in widely read magazine CLOCK describing the wonders of the North. These areas often fraught with natural hazards and difficult to reach.

>Resting in one local town the team is accused of thievery of a range of bizarre goods that serve no practical purpose to them. Further investigation leads tracks to a nearby set of caves in a glacier. Culprit turns out to be Yetis.

>Eccentric millionaire who made his fortune off extremely popular cocaine infused soda beverage tasks team with becoming his helpers in delivering toys to all the good girls and boys.

Is it a "lighthouse on wheels" thread?

>There's a long-standing wager between courier teams about which snow-crawler and crew can complete one particularly long but hazard-free stretch of the route the fastest.

>Residents of a small fishing village claim to see the spirits of their departed friends and relatives whenever the auroras appear strongest in the night skies.

>A particularly persnickety and hard to deal with professorial man charters passage aboard the snow-crawler to take him to his new job as school-master in a remote mining town.

>The Snow-Crawler falls into a cavernous unexpected ice cave and must drive out, passing all manner of strange and unnerving creatures trapped within its frozen walls.

...

Include Werewolves encounters for more fun

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Going off of Mysterious Disappearances...
> Search and Rescue : A child has been missing and the team has been asked to help search the more difficult to reach areas. Along the way they start finding clues as to the nature of the child's disappearance...

> Nightstalker : The team find themselves followed by an unknown entity that only shows itself at night.

> Special Delivery: Picking up their packages, the team finds one addressed to a place they are not familiar with. Upon arriving they find a mailbox in the middle of an empty field with nothing else around.

...

> Reading the address on one of the packages, your team finds in dismay that it's not marked on any of their maps. After finding out that there isn't any kind of mistake, the team embark on a journey to find the place. Hilarity and/or creepiness ensues

>Someone has gone missing, a boy, a young woman, a family or even a small town, and several teams of couriers traveling through the area have banded together to try and search for them.

>A worried wife asks the PCs to check on her husband who went to work in the mines several towns further down the route, whom she hasn't heard from since he'd left about a month earlier.

>Whike traveling through a particularly dense stretch of forest, the crawler keeps suffering from strange electrical malfunctions and the PCs keep getting the feeling that they're being watched.

>After taking a "shortcut" across an open snowfield, the PCs get their crawler stuck in an unusually deep drift and must use their training and their wits to figure out how to free the vehicle.

>One of the PCs catches sight of several shadowy figure of titanic proportions trudging slowly through the driving snow whenever it begins to blizzard and storm.

>The PCs come across another crawler and crew taking the same route in the opposite direction, both stopping for the night, making a campfire and sharing a few drinks and a few stories.

Hilarity: They ask every postmaster they meet along their route, gathering clues to where this mysterious recipient might be.

Creepiness: They eventually track down the recipient's address in an abandoned mining town, where they become trapped.

...

>While exploring an abandoned post office, the PCs discover a box of old undelivered letters and parcels that they decide to send along to their rightful recipients.

Would you care to post it, if you can?

Love this.

>Late at night, loud scraping comes from the side door: a polar bear is trying to get inside and devour the party. Hope somebody oiled the .44 levergun.

>The crawler drives close by a nest of polar bear cubs under the snow, breaking it and exposing them to the winter air. Nearby lies a dead adult polar bear, scarlet blood splattered across the snow and frozen stiff. The cubs are all tiny, cozy, and cute, and if the players take them along they will act like nervous puppies and eat all the food.

>The party stops for repairs in a remote town with an aboriginal populace that still follows the old ways. Someone either accidentally (or purposefully) challenges a native to a ceremonial fight with war clubs to proposes marriage to the shaman's daughter, who is okay with this. Either of these challenges also necessitates traditional facial tattoos.

>Off in the distance, an ancient and humongous lighthouse looms and casts a pale blue beam across the frozen land. It does not exist on any modern map. Getting closer, the exterior is plastered with radiation warnings. It's been a really boring trip so far, though. Come on. Do it.

Theres a forest that moves that no one knows the location of and there are several grim stories about (it moves.)

On the first session, have the new crawler crew get snowed in and make the players make in character introductions while drinking real life hot chocolate/tea/coffee/spiced wine. Coziness enforced.

And then a wendigo attacks the crawler.

I really like that idea, having a cozy situation turn creepy, or a creepy situation turn cozy.

Wendigo are a good idea...but not the "common" idea of wendigo. How about some original flavor?

Wendigo were human once. Sometime in their past, they were trapped, cold and starving. Their friend had died, and they were all alone in the cold. Desperate, they had no recourse but to break the ultimate taboo of cannibalism. Eventually, they were rescued, and returned to the tribe; however, they kept what they had done a secret. But the taboo existed for a reason - it holds back the wendigo spirit. With the taboo broken, however, the spirit has a way in. The person begin to change, slowly - not physically, not yet. They become more gluttonous, more greedy. They don't seem to be aware of it, and believe they've always been this way. Slowly, they become more and more cruel, and more and more hungry, until one night they have a dream. As they walk through the snow, they find a man sitting over a fire, cooking some meat. He invites them to take a bite. And as the chunk of meat passes their lips, they taste something they never thought they'd taste again - human.

Once this happens, the man is...well, he's not quite gone. But he certainly isn't there, either - in body or mind. The wendigo has him, now, both in blessing and in curse. The new wendigo is emaciated, skeletal, pale - like the corpse of a man dead of starvation. Its claws are sharp, its teeth sharper. It doesn't seem to feel the cold around it, and it scents a man from a mile off - and once it scents a human, it will hunt them as long as it can. It doesn't have a choice. You see, a wendigo is forever hungry. Whenever it eats, it grows, so its stomach can never be full. And so it hunts again. And again, and again, and again, as it grows and grows and grows...

Defeat a wendigo? Perhaps. It's easy to defeat them if the man is humble before the wendigo has him - if the man goes to a shaman and admits his trespass, the spirit can be driven away with heat and prayer. But after? You'll need a lot of heat.

Men who "went too far north" and became shapeshifters that disorientate people in the wilderness might be relevant.
en.wikipedia.org/wiki/Ijiraq_(mythology)

I hardly ever come on this board, And haven't played a game for years. But dude that Wendigo description shit was awesome.

All I know is I need to play this campaign.

That said take look at the collection of Jack London stories "Tales of the North" there's tons of stuff in there to mine. Toss in some Lovecraft or whatever else elements you like and you have the makings of some seriously kick-ass stories for a table-top.

>The several neighboring villages tell stories of a white-coated bear of uncommon size and ferocity, that has spooked the local game and killed several of their hunters. Any one of these towns would likely pay handsomely for proof of that bear's death.

>On one particular stretch of the PCs' route there is supposedly a "phantom hitchhiker," an indigenous girl wearing old colonial clothes who tries to flag down passing crawlers. Whether stopping for her is bad luck or good luck is something couriers always argue about.

>A group of Southern tourists has chartered a ride on the PCs' crawler, determined to get what they presume to be the "Full Northlands Experience!" How good a time they have and how well they tip is entirely up to the PCs treatment of them during their trip.

>The indigenous peoples of the region tell tales of a mystical hotspring pool, far off the beaten track, that has miraculous powers of healing and rejuvenation. However, it is said that misuse of the pool has dire consequences, and that it should never be used to try and bring back the dead.

The dispatch center maintains radio contact with the crawlers whenever possible. There's usually just one radio operator on station at a time, but during the holiday season or unexpectedly busy times there can be as many as three. There's a different one every play session, and weirdly enough it seems like what operator you have on dispatch sometimes influences the kind of thing you run into out there.

There's Dinko, an old retired tank commander who laughs at his own jokes, which he tells on the radio (protocol breach). Hugely racist against aboriginals, but not belligerent about it. His knowledge of the mechanical workings of tracked vehicles is encyclopedic and he is more than capable of troubleshooting emergencies over the radio. Which is good, because teams have a history of getting caught in snow drifts and needing to follow his very specific instructions very quickly while something unspeakable bears down on them. Strong advocate of running living things over with the crawler when expedient and justified.

There's Howard, who has an extremely vivid and rich vocabulary and loves to use gigantic words to describe things. Really nice guy, loves to talk to teams about the details of every day life. Writes stories in his spare time. On the downside, he's noticeably paranoid and occasionally seems to have anywhere from a nervous episode to a full psychotic break from reality, always coinciding with strange things happening during very far distant deliveries. His condition is almost useful as a canary in a coalmine effect; if things are already uncanny and he suddenly starts freaking out, something very bad is about to happen. No one at headquarters is ever willing to acknowledge these episodes after the fact.

There's Sonia, a pleasant young woman who collects little porcelain figurines and somehow thinks that playing Christmas music through the dispatch radio is doing the crawler teams a favor. Often requests tiny figurines. Cozy human interest missions.

Hold it, Disney.

Players may come across radio beacons powered by radioisotope thermal generators, or bush airports snowed over and out-of-use until the weather improves. There may be other military installations, such as Distant Early Warning line-like stations.

Supernatural quote?
Supernatural quote.

While stopped for the night, you hear hammering on the (locked) passenger compartment door. A voice insists it's one of the crew, who claims to have been locked out on a trip to the bushes. The crew member is still inside. Cliche, I know, but still.

I love this.

I always liked stumbling across things that aren't marked on any maps and that nobody knows anything about.
>abandoned villages
>burned remains of a village
>populated villages
>populated villages where nobody speaks the language, and nobody in the crew speaks their language
>abandoned old bomb shelter
>abandoned old military base or missile silo
>abandoned old vehicle very similar to the one the PCs are using
For bonus spoopy times (this works best with villages) it's impossible to find it again after they've left, with no trace remaining.

>While motoring through one particularly dense swath of forest, couriers are advised NOT to leave their crawler for any reason, and above all else, to NOT let anything else in, no matter WHO it claims to be.

>If the PCs can bring him a case of a certain brand of cheap but extremely popular beer from the Prefectural Capital, the owner of a small town bar promises to give them a bottle of extremely expensive but untouched liquor.

>The route that the PCs travel along is dotted with small shrines to the indigenous people's deities, at which both the Aboriginals and the Colonists have left offerings of various sorts, supposedly in return for boons and blessings.

>A new village has sprung up along the PCs' route, and it's residents hire them to help out with the sort of tasks that only a disciplines team with a giant machine can tackle. Every time the PCs return, the village is a little larger and has more odd jobs.

>After the crawler is forced to stop for the night,the bloodied footprints of dozens if not hundreds of people are found in the snow around the vehicle, circling around and around and around. No explanation is ever given for this.

>That one young dispatcher with the sweet voice will ocassionally ask the PCs to check up on her myriad friends and relations scattered across the Northlands, all of whom will be willing to happily offer the PCs whatever aid or gifts they're able.

>Things seem to move about inside the crawler of their own volition. Nothing is ever missing or broken, but items misplace themselves, moving between compartments willy-nilly. Once, the contents of two full cabins exchanged themselves.

Isn't there a comic with this? I think there was a pandemic some years before or something, but my girlfriend was into it for a while I think.

Stand Still Stay Silent, perhaps?

Sounds about righty. It's prologue is the super wordy one with a ton of characters that wouldn't matter later from what I could tell, right? UN or some other alliance has a fortified island I remember. It just didn't really take me.

which system OP will use ? i'm curious

>Crawler crews tell stories of the "town that never was," kind of snowbound brigadoon that only appears in the midst of the worst blizzards to tempt weary and unwary travelers into stopping there and disappearing with it once it goes.

Nope. Don't even watch it.

I'm imagining this setting as one part Meiji-Era Hokkaido, one part Yukon Alaska, and one part Cold War Siberia.

The indigenous people are half Ainu, half Inuit, the Colonial miners and fishermen are Yukon Goldrushers, and the technology is old Soviet surplus that just refuses to die.

Not sure which vehicle he means but this concept vehicle is pretty cool.

>One young woman along the PC's delivery route collects the small ceramic animal figurines that come in boxes of a particularly hard to find brand of tea, For every one the PCs bring her, she will give them a little gift or do them a small favor in return.

>A pack of wolves has been following the crawler for the past several days, always keeping at safe distance from the noisy machine but never straying far. The PCs begin to get the feeling that they want something and are there for a reason.

>A wealthy family in one of the better-off mining towns has ordered an upright piano from the Prefectural Capital, and it becomes the PCs' unenviable task to deliver it to them. The piano is just as unwieldy and unmanageable a piece of cargo as can be imagined.

>The wreckage of another crawler that had gone AWOL is found, the state of which seems to indicate that something terrible and decidedly unnatural has happened to its crew. Whether the PCs decide to investigate further, report the wreck or attempt to forget it is up to them.

>On a particularly boring evening, trapped by a blizzard in particularly boring town, the PCs find their bored boredom relieved by a series of bar bets offered to them by the equally bored regulars, each one escalating in difficulty as the night wears on.

>After doing a favor or paying some kindness to an indigenous shaman, the old man makes a series of predictions about the future of the PCs and their crawler that, while hard to interpret, will all turn out to be true at some time or another.

>As neutral parties fresh into town, the PCs are conscripted to arbitrate an extremely petty but extremely bitter dispute between two long-feuding families over an extremely stupid matter. There is no right or wrong answer, but whatever the PCs decide will have an effect on the town and how it treats them.

>

That is cool. Have a big and vaguely retro one in return.

youtube.com/watch?v=NmcSMAuo8OI

That phantom hitchhiker one is cool. I really like scenarios where the players need to make a decision amongst themselves, especially with such limited information. Maybe in this scenario they can gather anecdotes and cross reference them with each other, see if there's something common tying the ones that suffer misfortune.

This world idea seems like it's chock full of these scenarios.

I also think that this setting presents a lot of opportunities for the characters and their players to make decisions as a group, some of which may have future consequences while others are just meant to give the PCs agency in the world and lend flavor to the game.

I think that these sorts of decision making opportunities are a crucial part of a game like this, where there may be no over-arching plot aside from "do your jobs, complete your route, survive the cold and don't crash the crawler."

...

That sounds actually perfect.

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>Just a normal thing in Russia
What a weird country

What a beautiful thread

Reminds me of the remote watch tower thread. Saved, will probably run this at some point.

>the team find a perfect replica of their crawler, torn open and filled with familiar skeletons

>one of the team has been writing a journal. Upon reading it, the rest of the team realise he's writing things before they happen.

>the team search for a lost crawler transmitting an SOS. The instructions are to look for their powerful headlights. However this is the valley where an anglerfish analogue lives, luring in travellers with bright lights before dragging them beneath the snow.

>Doesn't want to use the common presentation of them
>Completely describes the common presentation of them

The common presentation is "evil Bigfoot".

Maybe for people that only discovered what they are from video games.

Might want to check this book out as it's highly related to your concept. An oldie but a goodie.

>The PCs roll into an Indigenous village on the day of a big festival, and are offered the chance to participate in the rituals, ceremonies and entertainments. Although the religious aspects of the festival are somewhat bewildering, the secular activities are great fun.

>It's an old superstition Echo Canyon is so twisted up on itself that no sound can escape it, and many crawler crews have claimed to hear strange things there when forced to detour through it like phantom voices from long ago and their own words repeating themselves.

>The lamp in the small, local lighthouse has broken and the townsfolk beg for the PCs' to use their crawler's powerful headlights to replicate the signal flash of the lighthouse before their returning fishermen smash themselves on the rocks.

>While traveling through an extremely dense swath of forest, the PCs discovery with equal parts horror and hilarity that their crawler's broken horn can almost an almost perfectly mimic the mating calls of a large and unearthly snowbound creature.

>The crawler breaks down in a location that is both amazingly isolated and incredibly scenic. The PCs have all the parts they need to get back up and running and are in no real danger, but the repairs will take most of the day, forcing the crew to slow down and relax.

This thread is making me have faith in Veeky Forums.

Exactly! I'm describing the presentation of them that ISN'T from video games, for the people who do only know of them from video games.

Dope as fuck idea
Also thread bump

Anyone recall the name of this artist? It looks similar to some other paintings with Witcher 3 monsters in them, not that I've played it. I'm doing a frontier/travel campaign and could do with similar images.

>players are playing as a group of four exobiologists send to Antarctica on a top secret mission
>a geological exploration team has discovered something in the ice and extracted a small sample which turns out to be some organic material from what appears to be human DNA mixed with something organic but completely unlike DNA or RNA based life, and given the glacier it's in, it has been there for ten-thousand years at least
>exobiologists work together with the geologists to cut the organic "thing" out of the glacier
>they slowly begin to carve away excess ice
>"is it just me or does it look like it has four heads?"
>everyone is silent as the ice becomes thin enough to see through it
>it's some kind of quattro-joined quatret humanoid mutant
>its four faces are identical to the four exobiologists

>Start off the day with Sonia as your Dispatcher, and the PCs spend their time running cozy, heartwarming little errands for the quirky residents of the latest little village they've stopped at.

>Then, as night falls, Sonia's shift ends and Howard takes the microphone, already acting jittery and paranoid.

>The PCs and their players begin feeling real nervous.

The PC couriers would definitely get the chance to customize and personalize their crawler, maybe with special crew logo or some bomber-style nose art on the outside, and whatever tchotchkes and collectables they manage to accrue on the inside.

> Mission where you have to avoid a monster that's repulsed by light
> the crawler has powerful floodlights but the players have much smaller and more fallible flashlights for outdoor excursions

Also, just because its a classic
> find your favorite atmospheric, beautiful song
> don't tell players what it's called
> play it in the background at appropriate moments claiming its coming through the radio

It creeps me out more the fact that the village it's like laser-cut from the taiga.

Seriously, how many towns have you seen in which the wilderness is exactly on the edge of the devolped area? No fields, nothing?

I get that it's almost surely an mine town with no agricolture and no cattle, but still.

Also bump for artic expedition scifi concept vehicles, especially if you have a plan/cutaway.

The crawler vehicle has to go below the snowline to a town to the south for repairs.

The snow doesn't disappear when they go down south. After a solid drive they still haven't reached town. There's just snow, and every km deeper south shows more and more dead trees. There are no other vehicles on the road. Buildings appear dark and abandoned, truck stops have their lights off. Something is wrong, something is VERY wrong.

wasn't this from that vidya game Until Dawn?

Both of those are really solid ideas.

I like the first because it helps establish the well-lit crawler as a home base and safe haven for the PCs while making their forays into the wintery wastes outside the vehicle even more hazardous and frightening.

The second idea is always a good one, and there are so many ways it can be used to good effect in a game. My own inclination would be to find a soft but mournful vocal solo, a relaxing but distinctive classical piece or some song popular in the early 20th century.

Nope. Well, sort of. Wendigo are in Until Dawn, but they're a bit more distant from the myth than this. In the game, they do come around from acts of cannibalism, but only because some Native American spirit cursed the area. Also, they've got the whole viral transformation thing going, for that additional bit of horror. The game falls back on the old "ancient native curse" horror movie trope, which requires it to stray from the actual myth. Fine for vidya, but I just wanted to add the slower, creepier version of it.

I love all of these ideas. What system do we run this in? No edition/system wars, please, just name and explain a system.

That game is one of those that have used the Wendigo legend in recent times.

One particular song plays over the radio just before the weather turns and a blizzard blows up out of nowhere.

Actually, there should probably be one particular eerie radio station besides the dispatch that the PCs listen to regularly.

>Rubber tires
>Arctic
What next? Siberian ponies to pull your sled?

>viral transformation thing
No they didn't.
They explicitly state that getting bit doesn't transfer the curse.

I don't remember anything about a spirit curse either. there was the group of miners in the 40's and then Hannah.
I felt that until dawn actually did a pretty good job with the wendigo's.

GURPS

i'll probably refluff it as a fantasy magic apocalypse type thing and run it in 5e DND cos its all I can do

Have a quick read around potential systems and see what fits your expectations best. Do you want roleplay, easy combat, loose freeform or strict simulation? Take a look and see whats available, hard question to answer for someone else.

Home base could be something like the arctic research station.

I'd also vote that whatever snow-pocalypse caused the current conditions (because I think a near-future snowpocalypse is cool) also means that it's A L W A Y S night time.

Always. And the aurora is the closest thing to natural light they have.

Really? I guess I'm misremembering. I do remember that the Stranger tells you that some First Nation tribes cursed the mountain because of people destroying nature.

I can imagine such a campaign slowly escalating into a Deserts of Kharak (with snow) scenario... with the pre-conflict politics and preparations being another phase of the story worth exploring...

Also, industrial espionage, prospecting ("energy exploration") and catastrophe tourism would be great things to explore.

>Seriously, how many towns have you seen in which the wilderness is exactly on the edge of the devolped area? No fields, nothing?
user, how new you are to Russia? Or to actual colonisation effort, rather than American-style "setting the frontier" bullshit?

There are shitload of places in the Asian part of Russia that are designed with the same purpose - clean cut in the wood, settle down the miners/lumberjacks/whatever else resource is get there. It it's profitable enough, build a single rail line there, once per month coming for resources and hauling supplies in.

There is nothing creepy in it, it's just life.

The best example are the so called "station towns", where you literally have a town erected in the middle of nothing, a literal nothing, a flat piece of steppe. And due to the economic plan a bunch of settlers/prisoners/mix of both was send there, with tools, gear and shit, build a regular city inside, plought the surrounding steppe and just live there. This shit is going since at least mid 19th century and that's how you are taking over wast swats of nothing. A self-contained society that still contributs taxes, resources and manpower, but when it comes to it, can live on their own.
I remember reading recollection of a settler sent where Tobol and Irtish rivers cross. She recalls how for the first time ever the tractor plought the steppe in that place three months after their arrival and how the local ecosystem was completely weird shit going around, since before their arrival, there were no humans around, at least not in sedimentry way.

>in the middle of nothing, a literal nothing, a flat piece of steppe
Reminds me that story the Russian running a nearby shop once said about his time in Red Army. They were doing military exercises in the steppe and were told by the quartermaster to "travel north for two days, keeping 340 degrees, until they will find an oil barrel left there".
The driver of the truck asked what happens if they won't find the barrel or miss it. The quartermaster reaction?
"Tough luck".
For next two days the entire truck full of soldiers was looking through binoculars and scopes around in the search of a rusty oil barel, while riding through a one, huge plain with absolutely ZERO landmarks.

Yeah, I see what you mean. There seem to be a number of potential conflicts suggested by the setting that might be worth exploring:

>Culture and resource conflicts between the Indigenous Peoples and the Colonists.
>Conflicts of sovereignty between the Colonists and their far off Government.

>A potential cold-war between the Government and some kind of rival nation.

Fuck, forgot the second part of the order. After finding the barrel they were suppose to turn on East, keeping 80 degrees, and they will reach the resupply point in a day of drive.

Mind you - the quartermaster never even told them what speed they should keep or the distance they need to cross.
What makes it belivable is how I've once worked on Russian real estate documents and they were written in similar fashion - "2 versts from the oak". There was no oak in the land plot.

>Let's make wild west, but with Inuits and in snow!
Get the fuck out!

The artist is Mr.werewolve on tumblr.
He also has Artstation account

I understand that you don't want just a "palette swap" of an old western setting with different actors and I honestly didn't mean it that way. All I meant was that conflicts of culture and resources might come up when one group tries to colonize the lands of another. Though, it does seem that the two groups already get along pretty well in this setting.

>The Museum of Natural History up in the Prefectural Capital is always looking for relics and curiosities to fill their halls, and are generally willing to by any significant cultural artifacts that couriers bring to them.

>Couriers tell tales of running across little towns and villages half buried by deep snowdrifts and filled with mummified bodies stuck in tableaux of daily life as if they were suddenly flash-frozen in place.

>One Indigenous man has made it his goal to start a sort of diner along the road outside his village, and asks the PCs to sample his dishes and offer up criticisms of his cooking skills and advice on how to improve them.

>After a strangely paranoid prospector secures a ride aboard the crawler for himself and a sample of the "new metal" he claims to have discovered, the PCs begin experiencing nightmares and a feeling of creeping dread.

You want to play a Star Wars or Traveller campaign except instead of space, you have snow. That's fine.

But you don't want to do it Scooby-Doo?

>The crawler is a cozy arctic Mystery Machine.

Sounds fun to me.

Oh sweet thread is still up. I have ideas inspired by Toronto's fucking ridiculous winter weather.
> Campaign starts with part getting crawler from old crew
> Find tons of strange objects in the hold
> an old sword, five boxes of stopwatches (one partially empty), pictures of old burial sites, spent artillery shells etc
> ask the old crew why these are needed
> are told they will know when it becomes relevant

> In heavy snow crew encounters a second "crawler" driving nearby
> can only see silhouette
> perceptions checks show its moving unnaturally and occasions distorts before pulling itself back together
> broadcasts shady as fuck messages
"Oh boy it is warm and cozy here"
"Come join us in our warm, safe moving vehicle"
"We have TOO MUCH warm broth, come here to collect some"
> if crew is stupid enough to fall for it the shape dissolves and they are attacked

I also have a vague idea for a running campaign story
> Crew keeps running into "Camp Desolate Military Base"
> each is an abandoned military research installation from the late 80's
> One has invisible killer monsters
> another has rudimentary AI running on magnetic tape
> a third wont allow anything within it to die
> and so on
> the last one its the "original"
> The one built in our world, meant to study alternate dimensions
> the others are it's alternate universe equivalents built to run other dangerous experiments
> They all failed, but ours failing causes the rest to sometimes appear

Actually pretty new, to be fair. I get that it's pretty logical. Still is kinda weird to me, who I live in a country without "pure" wilderness.

When you hear the phrase "conflict between natives and colonists", is the Wild West really the only thing you can think of?

Simon Stålenhag is bloody great.

Also the useless chains.

What do you folks think would be the optimum configuration for a snow crawler interior to allow it to be cozy, functional and semi-believable?

What sorts of tools, knickknacks and niceties would you expect to be inside?

God damn I love comfy mobile bases and the like. I wish that comfiness came out of the game and into my real life.

Full snap-on kit, an RTG as a space heater/emergency power, at least one computer terminal and a few roomettes for sleeping