This quick encounter can take place while the PCs are in their village resting up between adventures. It would work best if an NPC the characters know very well is involved. The NPC should be spied in the village market buying some items for his/her homestead on the outskirts of the village. If the PCs approach the NPC and attempt to say hello or otherwise interact with them, they will appear distracted and distant, maybe even rude and dismissive. Subtly point out to the PCs that the NPC seems to be fairly well bundled up from neck to feet (depending on the season, this could be typical for the winter, but very unusual for the summer).
The NPC has been taken over by a Mummy Vine (MF rulebook, pg. 85). The NPC is wrapped in long, prickly vines from head to neck (explaining why they've bundled up - to try to hide the vines). The parasitic plant has been controlling the NPC for a few weeks now, only now sending them into the village for supplies. The Mummy Vine is afraid of being discovered and is trying to get the NPC away from the PCs. Depending on how the encounter pans out, the Mummy Vine may cause the NPC to attack the PCs.
Mummy Vine Victim (1) (AL N, MV 120' (40'), AC 5, HD 12, #AT 1, DG 1d6 or as weapon type, SV L1, ML 8, mutations: none)
At the base of the NPC's back is the Mummy Vine's root bulb which resembles a human brain. If combat occurs, the PC will hit the brain on a natural 20 or via a called shot. If the "brain" is hit, the plant will lose control of the NPC, who will then do whatever it takes to remove the parasite.
Once released from the Mummy Vine's control, the NPC will explain to the party that their homestead has been completely overtaken by the Vines and the rest of his family is under Mummy Vine control. The PCs are asked to help his save his family - a wife, brother, uncle, and child. When they reach the homestead, they'll see that the Mummy Vines not only have control of the people, they have also completely encased the small dwelling there. The NPC will make it clear that saving the family comes first, but no harm must come to them. The PCs are welcome to try any method they think will work.
Mummy Vine Victims (4) (AL N, MV 120’ (40’), AC 5, HD 12, #AT 1, DG 1d6 or as weapon type, SV L1, ML 8, mutations: none)
The Mummy Vines are still a viable threat if anyone gets too near the house, as they will lash out and try to grab a new victim. If by some chance a PC is caught and brought into the control of the Mummy Vines, they will defend the vine cluster with their lives. There are 12 Mummy Vines surrounding the house to contend with.
Mummy Vines (12) (AL C, MV 45’ (15’), AC 5, HD 3, #AT 1 (thorns or leeching), DG 1d4 or 1d4 per week, SV L4, ML 12, mutations: vegetal parasite)
When the battle has ended, the NPC will thank the PCs for their assistance and will reward them with whatever coins and/or artifacts the Mutant Lord deems appropriate. The NPC could offer the PCs info about a nearby unexplored ruin no one has yet discovered. However, the Mummy Vines' bulb system may have infested the area and another invasion could occur at any time...
D&D and Traveller
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I think we tend to underestimate just *how old Traveller is. *
Consider that original *Dungeons & Dragons*, the very first roleplaying
game ever published...
cool pic!
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