Thursday, April 7, 2011

Demon Dogs! A Lost Opportunity!

Well gang, I'm very excited to be running two Mutant Future sessions at this year's Gen Con. I've had a few encouraging words from some folks looking forward to them. However, today when I checked my email, I got this message:
"Can't wait for Gencon and I'm glad you'll be running some Mutant Future. One come you're not running a Mutant Future Thundarr the barbarian game? I thought that would be something you would do."
Let me answer your question by answering in the following manner:
Anyway, I may try to schedule a pick-up game of an adventure in the World of Thundarr during Wednesday's open game night, but it's too late for me to get anything official on the Gen Con docket. Ugh, I am just beside myself that I dropped the ball on what would have been an EPIC session. Phooey.

[Thundarr Thursday] Notorius NPC: Zogar the Barbarian

Zogar the Barbarian
7th Level Barbarian

STR: 16 --- INT: 14
DEX: 15 --- WIL: 12
CON: 20 --- CHA: 9
HPs: 121 --- AC: 6
Mutations: none

Zogar is a lone barbarian warrior who roams the blasted lands. Friend to no one, Zogar is an angry evil brute who is best left alone. He has, however, made his mark in the world as a ruthless bounty hunter and man-for-hire. It is said that Zogar has never failed in any job given to him. Such is his reputation that Wizards have actually sought him out for his skills in dealing with "nuisances."

Through years of training and survival, Zogar has increased his constitution to almost superhuman levels. He receives a +2 bonus to any save versus poison and a +1 bonus to radiation saves. His strength and skill in combat would normally give him a +2 to hit bonus as well as a +2 damage bonus. However, at some point in the past, Zogar's right arm was replaced with a robotic claw that gives him a +3 to hit bonus and +4 damage bonus. If he grapples someone with his robotic claw, treat it as having a STR score of 19. Zogar also has a highly trained pet panther (MF rulebook, page 65) that will follow his commands and defend him to the death, if necessary.

During an earlier encounter with Thundarr, Zogar was given a powerful power trident by the wizard Kublai. This weapon does 1d10+16 hit points of damage, and it can easily rend and destroy any obstacles in Zogar's way. The trident even stood up to the Sun Sword for a short time.

Zogar will often be encountered by PCs in one of two ways -- either in a tavern during a good old-fashioned brawl (which Zogar has inevitably started) or being hunted by Zogar after the PCs have run afoul of either him or someone who has hired the brute to "deal" with the characters. If Zogar is on the hunt for the PCs, his favorite tactic is to first capture them or trick them into some sort of trap. When incapacitated, Zogar will either taunt them (if their deaths are the goal) or bargain with them for their lives (if he feels he can get a better deal). Zogar, however, cannot be trusted, and he'd likely leave the PCs to their fates even after extorting something from them.

NOTE: This villain was inspired by the episode "Battle of the Barbarians" from the classic Ruby Spears post-apocalyptic cartoon "Thundarr the Barbarian." Stay tuned for more from "Thundarr Thursday!"

Tuesday, April 5, 2011

It's Sorcery Versus Psionics When Worlds Collide

A dimensional rip in the fabric of space-time has temporarily fused together two Realms of Existence -- the post-apocalyptic realm of Mutant Future and the fantasy realm of Labyrinth Lord. And the Technomancer has his foot firmly planted in both worlds!

Jeff "Bighara" Sparks and Joel Sparks over at Faster Monkey Games have released a rollicking good adventure with Realm of the Technomancer. This double-sided module is actually two games in one. Open one side, and you're embroiled in a Mutant Future adventure as apocalyptic survivors find their home overrun by legendary monsters wielding unusual magics.

Flip the book over, and you're knee-deep in a Labyrinth Lord adventure as brave adventurers defend the lands against twisted mutants with bizarre mental abilities. And somewhere -- deep underground where the worlds meet -- the Technomancer fuses powerful magics with advanced machinery...but to what ends? Lazers meets swords, mutations meets magic, and sorcery meets psionics in this double-sided adventure for both Labyrinth Lord and Mutant Future!

Realm of the Technomancer is available in PDF for $6.00 at RPGNow, or in print for $11.99 directly from Faster Monkey Games!

Monday, April 4, 2011

Official Mutant Future Gen Con Schedule

Hey Gang,

Just got official confirmation that the two Mutant Future games I'll be running at Gen Con have been approved and scheduled. If you'll be in Indy and would like to traipse through the wastelands with yours truly, here are the two events I'll be running:

RPG1120005 - Gimme Shelter
Mutant Future - 6 players - 4 hours

Friday, August 5 at 10 a.m.
Location: Crowne Plaza :: Victoria Stn A :: 1
Food and shelter are precious commodities in the post-apocalyptic future. When the party finds a recently-unearthed Ancient bomb shelter, the spoils appear ripe for the picking. You're not going to let a few signs emblazoned with radiation symbols and crossbones keep you away, are you?

RPG1120003 - Dead in the Water
Mutant Future - 6 players - 4 hours

Friday, August 5 at 4 p.m.
Location: Crowne Plaza :: Victoria Stn A :: 2
Water-logged abominations have been coming ashore, attacking villages along the coast of the Rainbow Sea and dragging victims off to a watery doom. Can a ragtag party of future mutants discover the answers on the Island of Fire?

Event registration opens May 1st at noon. Hope to see some of your there!

P.S. I'll also be running two other games if you're looking for something even more mad cap. Here are two clues: