Showing posts with label Encounter. Show all posts
Showing posts with label Encounter. Show all posts

Monday, June 6, 2022

[MCC RPG] Dangerous Encounter: Cobweb

Cobwebs are mutated cornstalks that trap unsuspecting victims in sticky strands of webbing as a form of passive carnivorous plantlife. After the entangled victim eventually dies of exposure and/or starvation, their decomposing body nourishes the Cobweb.

Cobwebs are typically found growing wild in an open patch of previously tilled farmland -- usually covering an acre or two of area. When touched or brushed against, the husks surrounding the Cobweb's ears will slowly peel back on its own, exposing pale white corncobs along each stalk. Once exposed, the kernels on each cob will burst much like popcorn kernels with a pop-pop-pop, spraying thin sticky webs of filament over a 20 ' radius. Any within range who say they're diving out of the way will escape entrapment if they make DC 15 Ref save. However, they must make a follow-up DC 10 Ref save to keep from bumping against another Cobweb stalk, thus starting the process over again. An ensnared victim can break free on a DC 20 Strength check, otherwise they are trapped until freed by someone else. Cobweb webbing can be dissolved with oil or acid or burned away with fire (the ensnared victim will take any appropriate acid/fire damage as determined by the judge). Blades and cutting tools are unable to cut through the webbing and will just become gummed up and ensnared as well.)

A Cobweb's webbing crumbles and turns to dust after 2 weeks, at which point the ensnared victim has most likely died of exposure and thirst. Because it takes a Cobweb stalk a month to regrow its cobs, scavengers use this period to loot the corpses of any victims, free from the danger of becoming ensnared themselves. Some villages and marauder camps grow fields of Cobwebs around their borders to protect themselves from invaders, with a well-marked path through the field known only by residents.

(The Cobweb originally appeared on this blog as a Mutant Future creature, now updated as an encounter for a judge to use.) 

Wednesday, December 18, 2013

[Mutant Future] Beware Of Bad Santa!

Collin Smith of Infocyde's RPG Blog has created and posted a Mutant Future-based Christmas adventure titled "Bad Santa." A nuclear power cell has gone missing, and the PCs are tasked with entering the northern forbidden zone to retrieve it. What they find there is a Silent Night-mare! If you're looking for a mutant-fueled Yuletide romp through the wastelands, go check it out!


Sunday, October 27, 2013

Dangerous Encounter: The Great Pumpking



In this encounter, the players have stumbled into a fight already in progress. In the distance, they'll hear sounds and shouts of a battle being joined. Whether through curiosity or the thrill of apparent combat, the PCs should be "prodded" into investigating. When they arrive, they'll see a small village being overrun by Pumpkin Men (MF rules, page 90). These evil plant-men seem to be slaughtering everyone they can reach violently and viciously. All are armed with daggers, clubs, and pitchforks (ML's choice), plus they're setting fire to the village huts with their optic emissions mutation. The villagers are putting up a fight, but they are woefully underpowered for such a vicious foe. It is hoped that the PCs will leap in to assist!

Pumpkin Men (6) (AL C, MV 120' (40'),  AC 6, HD 7, #AT 3 or 1 (2 claws, bite or weapon), 1d6/1d6/1d8 or weapon, SV L4, ML 9, mutations: natural vegetal weapons, optic emissions (gamma eyes))

After the Pumpkin Men are driven off, the villagers gather in the communal central area to both thank the PCs for saving them from the evil marauders, as well as to determine their next course of action. According to the villagers, the Pumpkin Men have been attacking and raiding the town around Harvest Time every year. Each year, the village is able to drive them off. A group of villagers is then selected to go over the hills and into the neighboring "Valley of the Gourds" where a huge pumpkin patch grows wild, filling the valley floor. It is from this patch that the Pumpkin Men are spawned. They have tried destroying all gourds they encounter; tearing up the soil and salting the earth; drenching the soil with poisons -- nothing seems to put a permanent end to the recurring terror.

However, this year the village has secured two 55-gallon drums of petroleum from a Bygone refueling station. They plan to raid the patch, douse the vines with gasoline, and set the whole valley on fire to stop this nightmare once and for all. They ask the PCs if they would help put an end to this menace. They offer to reward the PCs for their assistance. It is left to the PCs to plan the raid on the Pumpkin Men patch, as well as how to safely transport and apply 110 gallons of gasoline!

It takes about a half-hour to reach the crest of the hill that overlooks the Valley of the Gourds. From the crest, the PCs (and any villagers who tag along) can see a dozen Pumpkin Men standing in a circle. A weird otherworldly chant fills the air as they sway slowly back and forth. In the center of the circle, the PCs can see the vines, leaves, thorns, and twigs of the pumpkin patch twisting together and joining into a roughly humanoid shape. The Pumpkin Men are summoning a Pumpking which they hope will assist them in destroying the village once and for all! The summoning ritual is complete and the Pumpking will fully form in 5 more rounds. Once it has risen from the pumpkin patch, its soul purpose is to destroy the village and it will tromp off to complete the mission it was summoned for. Of course, the Pumpkin Men who called it into existence will follow to watch the carnage. -- unless it can be stopped in time!

Pumpkin Men (12) (AL C, MV 120' (40'),  AC 6, HD 7, #AT 3 or 1 (2 claws, bite or weapon), 1d6/1d6/1d8 or weapon, SV L4, ML 9, mutations: natural vegetal weapons, optic emissions (gamma eyes))

Pumpking (1) (AL C, MV 180' (60'),  AC 3, HD 13, #AT 3 (2 claws, bite), 2d6/2d6/2d8, SV L7, ML 10, mutations: gigantism, natural vegetal weapons, optic emissions (gamma eyes))

The PCs (and any villager NPCs who came along) will have their hands full with both the enraged Pumpkin Men and their giant construct. If attacked, the Pumpkin Men will stand and fight, but the Pumpking will stomp away from the battle in its single-minded mission to destroy the village. If the Pumpking reaches the little town, everything and everyone there will be utterly destroyed. However, if the Pumpkin Men and Pumpking are defeated, the villagers use the gasoline to create a "cleansing fire" that ends of threat of the Valley of the Gourds permanently. As thanks to the PCs for their help, they will be shown the location of the Bygone refueling station where there's not only an abundance of surplus petrol, there's also a fully functioning Bygone vehicle that they can claim as their own. (Mutant Lord's discretion as to what kind of vehicle they may find there.)

Saturday, September 21, 2013

Dangerous Encounter: Skinning The Cat

This simple little encounter can turn very deadly very quickly for one (or more) of the PCs if they aren't cautious. While travelling, the PCs should see a large tree about 30 yards off the side of the road they're on. Sitting propped up at the foot of the tree is a humanoid skeleton. It's fairly easy to see the unmoving corpse, even at this distance. The PCs can throw things at the skeleton, shoot at it, yell, but the skeleton doesn't stir and nothing comes running out to ambush them. 

When they get about 10 yards away from the skeleton, tell them that the body has flies and small insects swarming all over it, as it still has bloody strips of muscle and tissue still clinging to the bones, as if the corpse was slaughtered, stripped, and deposited here recently. There is a satchel laying next to the corpse as well, so whoever killed the victim didn't seem particularly interested in his belongings. At this point, the players are probably watching for the creature or animal that did this. What they may not figure out until it's too late is that the tree the skeleton rests against is also his killer.

The tree is a Skinner Tree (MF rules, page 95). Skinner Trees use their roots and vines to grab and hold a victim while numerous bladed and thorned vines flay and strip the flesh from them, depositing them into a hungry mouth in its trunk. When the victim is dead and all of the flesh is consumed, the Skinner Tree leaves the corpse nearby in hopes of attracting any hungry animals or scavengers. The unfortunate traveler decided to take a nap at the foot of the Skinner Tree and was flayed while he slept.

Skinner Tree (1) (AL C, MV 60' (20'), AC 4, HD 15, #AT 1 (skinning vines), DG 2d8, SV L5, ML 10, mutations: prehensile tendrils, tripping tendrils, natural vegetal weapons, free movement)

If the party gets within 20 feet, the Skinner Tree's prehensile tendrils will whip out from the highest branches of the tree to try to grab and gold the PC. If successfully hit, the PC will take 2d6 of constriction damage while being held tightly. Meanwhile, the Tree's tripping tendrils will wriggle up out of the earth and will grapple their feet and legs to keep escape minimal. Any PC who is successfully grabbed will be dragged nearer the Skinner Tree where its sharp thorned vines wait to slice and dice the victim.

The Skinner Tree's bladed vines do 2d8 hit points of damage, and each hit strips a piece of the living victim's body flesh. If a victim is successfully flayed 5 times, he must make a save versus death on any further successful attacks. Failure means the victim dies of shock and blood loss. Any victim who is successfully flayed 10 times dies of shock and blood loss regardless of any remaining hit points he may have.

If the PCs manage to escape and/or kill the Skinner Tree and retrieve the satchel, they may keep the 6 bottles of high-quality synthehol within (a trader would pay up to 50 gold pieces each for them) as well as the 665 gold pieces hidden in a secret pouch on the side.

Wednesday, September 18, 2013

Dangerous Encounter: The Fungus Among Us

NOTE: This encounter is best run with either one PC or perhaps a few party members while the others are on another quest or unavailable. This encounter could perhaps be played as a side trek or if the party gets split or separated. WARNING: If you run your entire group through this encounter all at the same time, it could result in the deaths of all party members (which will become apparent as you read).

While travelling down a little-used path, the PCs will notice that various molds, slimes, and fungi grow rampant. Mushrooms and toadstools line the path, and every tree is spotted with fungus. There is a musty smell in the air. While taking this in, have the PCs roll versus surprise. If they make it, they'll see that two of the fungus-covered figures by the side of the road are reaching out to grab them!  (If they miss the roll, the two figures get a surprise attack on them.) These two creatures are fungus-covered Shroombies -- dead creatures animated through a nefarious fungus that takes root and replaces their vital organs.

Shroombies (2) (AL C, MV 90' (30'), AC 8, HD 5, #AT 2 (claw/bite or poisonous spores), DG 1d6/2d6, SV L4, ML 6, mutations: metaconcert, poisonous spores (hallucinogenic))

Eerily silent, the Shroombies press their attack, clawing and biting in an attempt to bring down their victims. At several points during the attack, the Shroombies will use their poisonous spore attack, breathing out a cloud of greenish-grey spores into the faces of the PCs. Have the PCs roll a save versus poison, but regardless of the outcome, tell them there was no effect. (More on this in a moment.) Have the combat last until the Shroombies are (hopefully) defeated.

Once the combat has ended, the PCs will hear a voice behind them. Turning, they'll see a small girl standing in the path. "You...you've defeated them! Oh thank you! Thank you! You must come with me and tell the village of your victory!" She'll run off down the path and, in the distance, the PCs can now hear music and laughter. If they follow her, the PCs will come to a small glade in the center of the fungus-filled forest. Here, they find a small village filled with what appear to be pure humans. They are warmly greeted as heroes and made to feel utterly welcome. The Mutant Lord should play up on the PCs egos. Anything they may want is provided by the village ("As thanks for destroying the fungus menace!"). No matter how suspicious they may be or how wary they are, everything appears on the level. Have the PCs actually discovered a haven?

Of course not. It's all a lie. A fungus-fueled lie.

The Shroombies were lurking on the edge of a Fungal Grove, a dangerous gigantic fungal organism (MF rules, page 72). As the PCs approached the area, they were already becoming affected by the poisonous spores that float heavily in the air and cling to most surfaces. These poisonous spores have two effects: first, it triggers hallucinations in those affected, and second, it connects the minds of those affected in metaconcert. In other words, the PCs are now under a shared hallucination. While under the spell of the spores, they have in reality wandered into the heart of the Fungal Grove, where they have dropped off peacefully asleep, sharing their dreams of adventure with each other. They will eventually die here of dehydration and starvation while the Fungal Grove feeds on the corpses.

Fungal Grove (1) (AL None, MV None, AC N/A, HD N/A, #AT N/A, DG By mutation, ML None, mutations: prey scent, toxic weapon)

As far as the trapped PCs are aware, everything they see, hear, taste, touch, and feel is "real." The Mutant Lord is encouraged to flesh out the village and its citizens, keeping in mind that it is all a dream shared by the unconscious PCs. Until they are rescued by their teammates, the PCs should continue to think this is all "real." Perhaps the village chieftain will ask the PCs to take on a quest on his behalf. Perhaps they'll be tasked with turning away a Shroombie invasion. As long as they are here, give them something to do, someplace to go. None of it is real anyway, so it can be as straightforward or outlandish as desired.

At some point, the rest of the party will go off in search for their overdue friends. Have them meet a wandering merchant on the path who warns them of the danger of the hallucinogenic spores. (And he just happens to have some nose filters for sale that will keep the party safe.) When they take the same path as the original PCs, they'll encounter two new Shroombies, who will put up a bit of a fight while spraying their spores. With the filters in place, the party will be unaffected.

Shroombies (2) (AL C, MV 90' (30'), AC 8, HD 5, #AT 2 (claw/bite or poisonous spores), DG 1d6/2d6, SV L4, ML 6, mutations: metaconcert, poisonous spores (hallucinogenic))

When the PCs reach the center of the fungal grove, they'll see skeletons and withered cadavers laying everywhere. And, nearby, lay the two missing PCs who appear to be unconscious. They will remain unconscious until removed from the area of the Fungal Grove and the spores pass through their systems. So the now-awake players do not feel "cheated" by their hallucinogenic adventures, the Mutant Lord should let them keep all XP gained during any successful "mental combats" while they slept. However, any treasures and artifacts they retrieved while asleep will not be waiting for them in the "real world."

At the heart of the Fungal Grove are the following items dropped by its numerous victims over the years: a suit of advanced metal armor (AC 2), a suit of environmental armor (dead minifusion cell, so it's not working, AC 4), 5 doses of Truth serum, 3 doses of Stimshot B, a bottle with 4 Antitox pills, and 1,100 gold pieces in assorted coinage. If the PCs decide to destroy the Fungal Grove, they should be informed that it's nearly a mile in diameter, and it would take the better part of their lives burning, cutting, and destroying the foul region. (Perhaps they could just put up a sign or two...)

Thursday, September 12, 2013

Dangerous Encounter: Power Struggle

This adventure should begin shortly after the PCs pass through a fairly populated area. As they exit the region and away from the population center, one of the PCs should find a note hidden in one of their pockets. The note is fairly cryptic: "PLEASE, NEED HELP. WILL REWARD YOU WITH UNLIMITED POWER." At the bottom of the note is a crude map that leads off the main roads and off into the hilly grasslands. There is no signature nor clue as to who may have slipped it into their pocket.

If the PCs decide to investigate, the hike will be pretty uneventful as the land they traverse is slightly hilly, but otherwise flat and clear. The area was once used by Bygone farmers so the lands have been tilled and cultivated to the point that no forests have yet encroached over the centuries. No trees bigger than a sapling have grown here. As they cross over one of the rolling hills, the PCs should see a tall, thin structure on the next hill about a mile away. It is hard to identify at this distance, but it looks like a monstrously tall pole hundreds of feet high. Nearer to the PCs, however, is a large beast standing in the center of the footpath. The creature is an Electrophant (MF rules, page 69), and it appears to be standing over the body of a dead Electrophant lying nearby. The living Electrophant is very obviously agitated as the dead Electrophant was its mate. In a blind rage, the Electrophant will charge the first PC it sees or hears, attempting to trample for 4d8 hit points of damage.

Electrophant (1) (AL L, MV 120' (40'), AC 4, HD 9, #AT 2 or 1 (2 tusks or trample or electricity, DG 2d4/2d4 or 4d8 or 4d6, SV L5, ML 6, mutations: energy attack (electricity))

The Electrophant seems to be protecting the dead body of its mate, but its morale is pretty low at this stage. If the fight seems to be going against it, it will give up and lumber off over the hill. If the PCs investigate the body of the dead Electrophant, it doesn't seem to have died of any massive injuries or wounds. In fact, it seems to have died from shock! (And not the electric kind.) If they prepare to touch the dead creature, the Mutant Lord should hint that, according to wasteland wisdom, the gold tusks of the Electrophant still carries a powerful electric charge and they should proceed with caution. However, once they make contact, they'll find out the tusks have absolutely no charge left in them, as if the creature had been drained of power. (The tusks are worth 200 gold pieces each if anyone thinks to remove them.)

As the PCs approach the tall tower, they'll see it's a Bygone wind-powered turbine. The turbine seems to have been recently repaired and refurbished, and its blades seem to be turning at a quick pace. Leading from the base of the turbine are a set of cables which run down the length of the tower to a brick building at its base. Sitting on top of the building and nestled around the point the cables enter the building are four large jet-black spheres. Blue veins of electric fire flash over the surfaces of the spheres. The spheres are Pfrzt --
energy absorbers from the Bygone days.

Pfrzt (4) (AL N, MV 60' (20'), AC 7, HD 4, #AT 1, DG Special, SV L2, ML None, mutations: energy absorption (electric), energy-retaining cell structure)

About 100 yards to the right of the tower is a small lean-to. An older man with a leather apron and welder's goggles scrambles out from the shelter and races to the PCs.

"Thank the Bygones you got my note! I need you to help me dispose of those...BALLS!" he says, as he points at the spheres.

The man's name is Tedison, and he's a tinkerer/inventor by trade. He explains that he discovered the Bygone turbine several months and has spent that time refurbishing it back into operating condition. He uses it to power his workshop and home (the brick building). Several days ago, the Pfrzt settled onto his home, absorbing every volt of power his generator produces. Tedison attempted to poke one of the spheres with a wrench and got a heart-stopping jolt of electricity. When he came to, he went to find someone who could help him get rid of the "creatures."

"I'll bet those damnable balls also sucked the life right outta that poor 'Lectric Beastie back yonder," he says, motioning in the general direction of the dead Electrophant.

Tedison begs the PCs to get rid of the Pfrzt. As the PCs approach, the Pfrzt will ignore them unless someone has a strong energy signature, i.e., someone is carrying a lot of stored energy in the form of power cells and batteries, or if one of the PCs is an android or robot. One of the Pfrzt will bounce lazily toward the PC, attracted by the energy signature. If the Pfrzt contacts any charged device or power supply, it will instantly drain it of all remaining charges, rendering it useless. If an android PC makes contact with a Pfrzt, they will take 3d6 hit points of energy-draining damage unless a save versus energy attacks is made. (They will take half-damage if successful.) A Pfrzt is immune to all energy-based attacks as it simply absorbs the discharged energy. And striking a Pfrzt with any weapon that isn't non-conductive will shock the attacker for 3d6 hit points of damage. Pfrzt have no morale, so they cannot be driven away. They will only stop when they are destroyed.

Once the Pfrzt have been dealt with, the power is once again restored to Tedison's home and workshop. As thanks, Tedison offers his technology identification and repair services any time the PCs are in the area. Tedison can also use his turbine to fully recharge any power cell, pack, clip, beltpack, and backpack the PCs bring to him. (He cannot recharge minifusion cells, plutonium clips, and radioactive batteries, though.) Tedison asks the PCs to keep his presence a secret as he'd like to continue inventing in peace.

Sunday, September 8, 2013

Dangerous Encounter: Beware Of Skynet

This encounter takes place on an isolated trail that meanders through a forest of very tall trees. As the party makes their way cautiously through the thicket, they'll hear a very faint, very weak whisper for help. Have the party investigate to the best of their ability, but it should take some time before they realize the pleas for assistance are coming from the very top of one of the trees lining the path.

About 120 feet straight up in the tallest boughs of a tree they can make out the figure of a humanoid weakly waving at them and beckoning them for assistance. From the ground, he appears to be a human (or mutant human) barely moving and tangled amongst the upper-most branches. He can barely talk or move, though he seems to be waving at the PCs to get their attention. The two questions the PCs are now faced with are "How'd he get up there?" and "How do we get him down?" The answer to the second question is left as an exercise in player creativity. As to the first question...

This area of the forest is the hunting grounds of  a colony of Jellyfish Plants (MF rules, page 78). These flying bulbous plants can intertwine their tendrils, creating a sort of "net" that they use to scoop up and trap their prey. They then take their victim to the highest point in the area, all the while stinging the victim into submission with their paralyzing tendrils. Once deposited, the Jellyfish Plants begin to feed until the victim is a dried-out husk. Their current victim is weakened due to this feeding and the poison still in his system, as well as from general exposure. (He is down to 4 hit points at this stage.) He's now trying to warn the PCs of the presence of the Jellyfish Plants, but he is too weak to do much more than frantically wave at them.

There are now 8 Jellyfish Plants hidden underneath the layer of fallen leaves around the tree. They have formed two nets by breaking into two groups of 4 Plants. If the PCs are carefully checking the ground for traps, allow them a 2 in 6 chance of spotting the Jellyfish Plants lurking under the leaves. Otherwise, two of the PCs (chosen at random) will each step onto one of the nets and, with a WHOOSH, they find themselves airborne!

Jellyfish Plants (8) (AL N, MV 20', Fly 50', AC 9, HD 3, #AT 1 (stinging), DG 1d6, SV L2, ML 8, mutations: free movement, flight, toxic weapon)

The Jellyfish Plants will sting their victims for 1d6 hit points each round as they take them to their feeding ground high in the tree. If the victim fails a saving throw versus stun attacks, they are poisoned by a class 11 toxin which will paralyze them for 2d6 rounds. (If they make their save, they can move, but at half-speed for 1d6 rounds.) The PCs are also in danger of falling from a dizzying height if they thrash and fight too much. (The Mutant Lord may wish to roll for falling damage if a victim is able to break free of their captors while in flight.) If the Jellyfish Plants are able to get a paralyzed victim deposited in the tree's branches, they will settle onto their prey and feed for 1d6 hit points of damage per round per Jellyfish Plant.

If the PCs are able to kill or drive off the Jellyfish Plants and rescue the original victim, he will be incredibly grateful to them for their assistance. He's a simple nomad without many possessions, but he happily presents the PCs with a roll of ion bonding tape, 5 light sticks, and 40 gold pieces. (The Mutant Lord may also wish to have the nomad possess some information of use to the PCs as needed by the current campaign of the party.)

Thursday, September 5, 2013

Dangerous Encounter: Mass Effect

During a journey one afternoon between adventures, the PCs come across a small encampment that has been torn asunder. Tents and lean-tos have been torn apart, carts overturned, and personal items and clothing scattered everywhere. There is a lot of blood in two areas of the camp, pointing to potentially fatal wounds inflicted on at least two of the victims. There is no sign of any of the victims, however, the snapped branches and gouges in the earth reveal they were overpowered then dragged off to the south, away from the main roads and into the woods.

Amongst the debris lays the body of a Morlock (MF rules, page 84). It appears the camp was attacked by a band of these albino underground cannibals. The victims were apparently able to kill one of the beasts before being dragged off to their underground lair, presumably to feed. But Morlocks prefer their prey to still be alive when they begin to feed, so why would they drag off two presumably dead victims? Also, the attack occurred recently while the sun was still up, and Morlocks are well-known nocturnal creatures. Attacking during the day is unheard of.

If the PCs follow the trail, it leads to an isolated cave entrance about a mile away. There are 7 Morlocks milling around the cave entrance, and there are four humans tied to a tree near the cave -- apparently the still-living victims. There are two bloody trails leading into the cave where the Morlocks must have taken the two killed victims. Some things might not add up for the PCs: The sunlight is obviously causing the Morlocks discomfort, but they seem to be avoiding entering the cave. If the PCs attack the Morlocks in the daytime, the Morlocks have a -2 penalty to hit and damage due to their albinism mutation in the sunlight.

Morlocks (7) (AL C, MV 120' (40'), AC 8, HD 9, #AT 1 (primitive rifle), DG 1d6, SV L5, ML 9, mutations: albinism, intellectual affinity (tinkerer), thermal vision)

A few days ago, while digging and expanding their underground lair, the band of Morlocks unearthed a Humanoid Mass that had been hibernating in a deep cavernous complex (MF rules, page 77). The Humanoid Mass immediately engulfed and consumed three Morlocks, then used its many mutations to mentally overpower and dominate the other seven Morlocks. Having not eaten in several decades, the Humanoid Mass demanded that the remaining Morlocks bring it food as tribute, else the Morlocks would BECOME food. The Morlocks complied, bring the Humanoid Mass any forest animals and live creatures they could find. They fear what the Humanoid Mass will do if not fed, so they have been venturing out during the day to hunt and forage.

The Humanoid Mass is just inside the cave, unseen in the darkness, absorbing the two bodies the Morlocks just delivered while watching the ensuing fight with the PCs. It has the Morlocks dominated with its fragrance development mutation, and the tied-up victims aren't going anywhere. So now it's formulating a plan to deal with the PCs.

Humanoid Mass (1) (AL C, MV 15' (5'), AC 8, HD 10, #AT 1 (mutation), DG by mutation, SV L8, ML 9, mutations: fragrance development, regenerative capability, toxic weapon, disintegration,  force screen, mental barrier, mind thrust, neural telepathy)

The Humanoid Mass will keep itself hidden until the time is right to strike. One of the Morlocks may run back into the cave if the fight is going badly. If any PCs follow, the Humanoid Mass will first throw up its force screen mutation, then blasting its mind-controlling fragrance at the interloper. It will then ask the controlled PC to call his friends deeper into the cave. It cannot move very quickly, so the Humanoid Mass will try to overpower the PCs with its mind-controlling fragrance and blasts of its mind thrust.

If it begins to lose the fight, the Humanoid Mass will sear the PCs with its devastating disintegration mutation before slithering off into the darkness of the cave. Its regenerative capability will repair its injuries while it hibernates for another few decades when it will resurface to feed again. The PCs can then rescue the remaining captives and claim the various treasures and trinkets the Morlocks and the Humanoid Mass have hidden deeper in the cave nearer their lair: 4 smoke grenades, an energy grenade, a warp-field mace, a case (24) of various canned foods, and 1,076 gold pieces.

Monday, September 2, 2013

Dangerous Encounter: The Hot Zone

This encounter takes place in a town named "Threemilez" that has set up just at the edge of a Bygone class 5 radiation zone. Threemilez is unique in the Mutant Future as a town that has learned to adapt to and harness the dangerous radioactive flotsam littering the landscape. The radiation levels in the village are low enough to not be hazardous (due to the distance form the zone), but the proximity allows the villagers to scavenge radioactive materials for use in a small fusion reaction they've assembled. (They have radiation protection suits and other safeguards to protect themselves from exposure.) The village of Threemilez has power running to every building, giving the town heat, light, and electricity. This power also runs the 50,000-volt fencing around the town that keeps out mutants and barbarian hordes that would like to get their hands on the technological wonders within. The PCs may end up in Threemilez at the end of a long journey or they may stumble across the technologically advanced town in their journey.

During their stay, the PCs should discover that unexplained deaths have begun occurring within the city limits. Each morning, a body is found covered in scabby blisters, as if they had "cooked" from the inside-out. The common thread among the dead is that they have all been scavengers who went into "The Hot Zone" and retrieved materials for the reactor. But each scavenger is checked for exposure upon his return, and no one has shown any signs of radiation poisoning. For now, the citizens are assuming that the victims have been dying from an identified disease contracted in the radiation zone -- a disease they're calling "The Red Death." The town's mayor isn't so certain.

The mayor requests an audience with the PCs to help investigate these deaths.  (He's trying to avoid a panic, so he wants the investigation done by "outsiders.") Mayor Thomsoch feels that the deaths are actually murders rather than some mysterious virus, but he's at a loss as to how these are occurring. There is only one remaining scavenger who hasn't died, and no one else has been to the rad zone since the deaths began. Fusionable materials are dwindling and if the town doesn't begin procuring radioactive materials again, the power will die and Threemilez will be susceptible to invasion and attack. The PCs are tasked with keeping an eye on Sneezyip, the last survivor.

Sneezyip is a mutant cat who is very nervous about dying from the Red Death. (The mayor hasn't informed anyone else of his suspicions that these are targeted killings.) The PCs need top stay close to Sneezyip without letting on why they've been assigned to follow him. They could explain they're "medicine men" from a nearby village who were invited to observe Sneezeyip and to offer medical assistance if he becomes "ill." They could claim the mayor demanded Sneezyip be quarantined in case he shows symptoms of the Red Death. Sneezyip is too frightened to offer any resistance or to argue about any explanation the PCs toss up.

The mayor is correct that the scavengers are not dying of a "disease." They've been targeted by a small band of Crimson Cinders who live in the radiation zone. The Crimson Cinders have taken affront that their "home" has been constantly invaded and its resources ravaged and have decided to terminate any who have entered their domain.

Crimson Cinders (3) (AL N, MV Fly: 60' (20'), AC 6, HD 6, #AT 1 (energy ray), DG 4d6, SV L4, ML 10, mutations: reflective epidermis (radiation), epidermal emissions (radiation), energy ray (radiation))

Because their physical forms are not much more than glowing, swirling vapors, the scavengers never saw the Crimson Cinders lurking nearby in the light of day. The Crimson Cinders somehow "imprinted" on each scavenger, then followed them back to Threemilez.  Each night, the band of three Crimson Cinders tracked a scavenger back to his home, passing harmlessly through the fence and remaining unseen by any citizens out at night. There, they'd attack the "intruder" using their energy ray mutation to effectively "microwave" the victim until they had died from internal heat damage.

The Crimson Cinders will attack and kill Sneezyip tonight unless the PCs are able to stop them. If the PCs are standing watch, they'll see three shimmering forms approaching Sneezyip's cottage -- barely visible against the moonlight. These three forms look like red glowing spirits or ghosts, vaguely humanoid in shape. If anyone comes within 10 feet of the Crimson Cinders, they'll take 2d6 hit points of radiation exposure damage. (Half-damage taken with a successful save versus radiation.) If anyone tries to stop them or communicate with them, they'll enrage the Crimson Cinders who will then attack, firing a crimson energy ray bolt for 4d6 hit points of damage. During the attack, Sneezyip may try to run. If he does, one of the Crimson Cinders will continue to follow him until the interloper is dead. The other two Crimson Cinders will deal with anyone who is trying to stop their mission of revenge.

If the Crimson Cinders are destroyed, the deaths will end and the radiation zone will be "safe" once again for scavenging. The mayor will reward the PCs with 800 gold pieces from the town treasury as well giving them a box of Rad Tabs (8 in a box), 4 Rad-Purge shots, and an experimental suit of environmental armor (AC 4) that protects against radiation class 5 and lower. If Sneezyip is killed, however, the Crimson Cinders will return to the radiation zone, targeting and killing any future intruders. Scavengers from Threemilez will refuse to enter, and the power to the city will stop within a week. The town will be razed by marauders shortly thereafter.

Thursday, August 29, 2013

Dangerous Encounter: Assault On Hanger 18

To start off on this encounter, the PCs should hear rumors of a huge Bygone stockpile of technological artifacts. The Mutant Lord can have them discover a map on a dead mutant, hear tales spun by an insane wasteland wanderer, or perhaps they're given the information as a reward for another mission they've completed. Regardless of how the information is introduced, the location of the stockpile is in a remote section of the badlands where the fallout from The Final Wars was particularly destructive. No one dares to go there as the background radiation is a constant hazard (class 3 radiation exposure), and the creatures that lurk in the area are quite dangerous. (The Mutant Lord should use the Radioactive listing on the Monster Encounter Table (MF rules, page 104) for any Wandering Monsters encountered.)

When the PCs arrive at the location of the stockpile, they should find a large Bygone complex surrounded by the remnants of a rusted, twisted security fence. There are long, wide strips of broken pavement criss-crossing the area, and several destroyed Bygone air vehicles are scattered over the complex. At one time, this was a military airfield that was one of the first places blasted into ruin during the Apocalygeddon. In the center of the complex stands a large Bygone aircraft hanger that's in surprisingly good condition after all this time. On the side of the hanger is stenciled a large number "18." What the PCs don't know (and the players might not be aware of) is that Hanger 18 is rumored to be the final storehouse for an alien ship that crashed in 1947 near Roswell, NM. Here, those rumors are true. And after all these years, the original owners have returned to reclaim their craft.

As the PCs approach, they should see a humanoid shadow standing in one of the doorways of the facility, acting as a lookout. This is one of  several Ligreemen who recently left their long-buried status chambers and are now working to repair the damaged craft. Unless the PCs were approaching at night or were cautious, the lookout takes a cube from its belt, tosses it at the PCs, then rushes into the hanger and slams the door shut. The cube flashes brightly when it strikes the ground, and three light-based humanoid figures blaze into existence. These creatures are Luminions -- guardian creatures formed out of pure light-energy. They each teleport next to a PC and begin their attack.

Luminions (3) (AL N, MV 120' (40'), AC 4, HD 6, #AT 1, DG 5d6, SV L3, ML 12, mutations: teleport (special), energy ray)

When a Luminion is defeated, it "winks" out of existence, returning to the Luminion Cube on the ground. If the PCs are able to defeat the glowing guardians, they can reclaim the Luminion Cube as an artifact of their own. (Whether they can get it to work or make the Luminions obey their commands is left to the Mutant Lord.)

Inside the hanger, the scout has informed five other Ligreemen that there are intruders outside the structure who seem intent on gaining entrance. The damaged craft will be repaired in another 60 minutes at which time the aliens plan to escape this primitive rock. (Though they may first blast a few nearby villages and Brain Lasher lairs to tiny vaporized bits.) Two of the Ligreemen will continue the repairs while the other four take up positions just inside the door, brandishing their Mk 1 Laser Pistols.

Ligreemen (6)
 (AL C, MV 120' (40'), AC 6, HD 7, #AT 1 (laser pistol), DG 5d6, SV L4, ML 10, mutations: telepathic communication)

If the PCs wait outside the hanger for the full hour, the Ligreemen "mechanics" will telepathically call their brethren to the craft, they'll silently enter, and with a CRASH, the saucer-shaped vehicle will explode through the roof of the hanger and into the distance. The PCs will see the destruction caused by the UFO and will hear horrific tales of destruction for years to come.

If they manage to storm the hanger and defeat the Ligreemen before the hour is up, they'll see a large saucer-shaped craft sitting in the center of the hanger and piles of various alien tech on the floor nearby. However, the Ligreemen have booby-trapped the UFO, which will explode 2 minutes after the last Ligreeman has fallen. (Each alien possessed a type of "dead man's switch" that was to activate when no Ligreemen lifesigns are detected.) The Mutant Lord should start a 2 minute countdown the moment the last Ligreeman falls.

Before the explosion, the PCs have access to all manner of technological wonders (for a short time anyway). Each Ligreeman is armed with a Mk1 Laser Pistol, and the following devices are nearby: two Geiger counters, a motion detector, a pair of X-ray goggles, a plasma rifle (no charges left), and three suits of ballistic nylon (AC 5). Allow the PCs to take stock of what's there, gathering up and inspecting what was left behind. At T-minus-30 seconds, there should be a flashing red light filling the interior of the saucer craft, getting brighter with each passing second. At T-minus-10 seconds, each red flash should be joined by a piercing BEEP as the UFO's fusion reactor begins to reach critical levels. At 0, the ship explodes, destroying itself, leveling the hanger, destroying all artifacts remaining behind, and doing 1d100 to each PC within 100 yards of ground zero. Anything the PCs managed to salvage is theirs to keep.

And if the Mutant Lord allows them to stop the countdown and explosion, go ahead and reward them with their very own UFO. However, if anyone pushes a button or flips a switch, have the craft launch straight up out of the building, out of the atmosphere, past the moon, and out of the solar system. (This could be the start of a new Starships & Spacemen campaign for your players!)

Monday, August 26, 2013

Dangerous Encounter: The Oracle

While travelling a well-used Bygone road, the PCs will encounter a small caravan of three wagons pulled by teams of rabboxen (MF rules, pg. 91). "Calvoin" is the wagonmaster of the caravan, and he explains to the PCs that they're on their way to visit The Oracle -- a mystic seer who has the wisdom of the Bygones at hand. They are on a pilgrimage to meet The Oracle and have brought tribute for her (fruit, dried meats, and some Bygone canned foods) in hopes that she may impart some wisdom to them.

Calvoin offers to hire the PCs to act as guards for the caravan as they've had no end of trouble from bandits and mutants along the way. He offers the PCs 15 gold pieces each to accompany the caravan for the next 24 hours -- the time it will take to reach The Oracle's temple. He also hints that The Oracle may be able to answer any questions the PCs have about anything or anyone. (If the PCs are currently on an unrelated quest, the Mutant Lord is encouraged to hint that The Oracle may be able to provide vital information pertinent to their search.) If the PCs agree to act as guards for the caravan, it will take 24 hours to reach The Oracle. The Mutant Lord should roll for a Random Wilderness Encounter for every 4 hours of travel (1 on 1d6). If anything is encountered, roll on the Monster Encounter Table / Grassland (MF riles, pg. 105) to determine what creature was met, then play out the encounter.

The PCs and Calvoin's caravan will eventually come to a Bygone structure with a small encampment of pilgrims surrounding it. The building is ringed by a shabby make-shift fence, with a single gate that leads to the front steps and entrance to the building. If the PCs can read Bygone languages, they see a damaged sign above the entrance that reads "LIBRARY." Around the inside perimeter of the fence are several large brutish-looking humans with formidable-looking rifles. These are The Oracle's guards, who patrol the area to keep the riff-raff out and away from the building. They are blindly loyal to The Oracle, as will become clear in a moment.

Guards (6) (AL N, MV 120' (40'), AC 7, HD as CON, #AT 1 (rifle), DG 1d12, SV L1, ML 12, mutations: none)

The pilgrims stand quietly at the gate, awaiting The Oracle, who steps out precisely at noon. She silently stands on the steps holding a large Bygone book under one arm, while the guards open the gates and place a large wooden crate in front of the pilgrims who eagerly proceed to fill it with food, gold, trinkets, and any valuables they have. The Oracle watches silently as they offer their tribute, then she walks down the stairs toward the people while two guards carry the offering away. The other guards step forward to watch over and protect The Oracle. She holds the book aloft.

"Today, the Bygones have decreed that I shall answer only one question. Who shall ask it?"

One pilgrim steps forward, an older man who seems agitated. "Yeah, I have a question!" he shouts angrily. "When will you end this deception, you fraud?"

The PCs see the pilgrims gasp and back away from the man, who points an accusing finger. Allow them to position themselves as the confrontation unfolds. (They could be the only ones standing between the pilgrims and a slaughter at the hands of The Oracle's guards!)

"I am a scribe who came here to seek Bygone wisdom, but you keep it locked away behind your fences and guards. You ration out Bygone wisdom from those books, and only if visitors bring you tribute!"

The Oracle sneers at the scribe. "I am the only one worthy of the knowledge from this, 'The Book of Bygone Wisdom!'" She holds the book aloft.

The scribe laughs. "That book's title says 'Chilton Automotive Repair Manual!' This proves my point! The Oracle cannot read!" The pilgrims begin to grumble amongst themselves that they may have been duped by the charlatan for many months. The guards look at The Oracle who frowns angrily. She looks at each guard in turn, and observant PCs may see the color of her eyes shifting and warping as she makes eye contact with each one. Each guard then brings his weapon down to bear on the old scribe while The Oracle turns and flees up the stairs and into the library.

The Oracle is a mutant human who has the mutation of empathy. She discovered the library many months ago, and set herself up as the de facto "Voice of the Bygones." She first used her empathy mutation on six of the largest men in the area (her "guards") to ensure their loyalty and blind obedience. It's true that The Oracle cannot read Bygone languages, but then again, neither can her many visitors. She has been extorting tribute from the pilgrims, then making up answers to their questions while pretending to read "the words of the Bygones." Her empathy mutation helped instill confidence in the pilgrims in her. But she never expected that someone who could read the texts would come to visit. And now that her game is up, she plans to make her getaway.

The Oracle (Mutant Human) (AL C, MV 120' (40'), AC 6, HD 13, #AT 1 (knife), DG 1d6, SV L5, ML 7, mutations: empathy)

The guards are former villagers from the area, and they will try not to shoot any of the pilgrims. (The empathy mutation won't force them to kill against their will.) But they will hold back the crowd, using their rifles as bludgeons as The Oracle escapes. The PCs are welcome to follow her to try to bring her to justice; to try to bring order back to the angry mob before they hurt each other; or to try to break the empathic hold on the guards. The Oracle is gathering as many valuables as she can while her guards hold back the mob. She will then race through the back of the building, where a horse awaits for her to ride off on. Unless the PCs act quickly, she will get away. (Eventually, the PCs may hear of another oracle offering Bygone knowledge for tribute, but that's an adventure for another day.)

Once The Oracle has left, her hold over the guards will end and they'll come around. The old scribe will find himself placed in the position as the new Oracle (or "Librarian," as he calls himself). This NPC can become a valuable source of research and information for the PCs as well as a good adventure hook for future quests.

Saturday, August 17, 2013

Dangerous Encounter: Well, Well, Well

The PCs are summoned by the town's mayor (or village chieftain, depending on where they are at the time) to meet with the local medicine man. This post-cataclysmic physician asks the party to retrieve a few wineskins of “sweetwater” for his medicine chest. He explains that sweetwater is a naturally occurring liquid -- a heavily mineral-laden water -- that acts as a poison antidote for all poisons of class 7
or lower. For higher level poisons, sweetwater will halve their damaging effects. The curative powers of this substance cannot be stressed enough, as the area is teeming with poisonous insects and creatures.

The medicine man knows of a well where some sweetwater can be retrieved, and he only needs 5 wineskins to refill his supply. After presenting the PCs with the 5 skins they need for transport, he tells them that any additional sweetwater they retrieve is theirs to keep, sell, or whatever they'd like to do with it. The medicine man draws a crude map on a scrap piece of paper, pointing out the paths they need to take to reach the well. He says the well is a simple hole in the ground about 8 feet across covered with a simple wooden lid to keep animals from tumbling in. The well is located in the middle of an open field ringed by some sparse trees, so the party should be able to see trouble approaching while they complete their task. 

The well is simple to find as the map takes the party right to the field about 4 miles away from their starting point. The field is off the path, and a line of trees ring the edges of the field about 200 yards away. The wooden lid can be seen near the center of the field just as described. However, scattered around the well are 6 Giant Carnivorous Flies (MF rules, page 72). They seems to be feeding on the corpse of something (or someone) that got close to the well. 

Giant Carnivorous Flies (6) (AL N, MV 90' (30'), Flying 180' (60'), AC 6, HD 2, #AT 1 (bite), DM 1d8, SV L1, ML 8, mutations: gigantism)

When the party starts to approach, or if anyone fire at them with a ranged weapon, the Carnivorous Flies will fly up and around in random directions, homing in on the party. They'll swoop in for the attack, landing and biting a PC before flying off again to circle around for another attack. Once the flies are dealt with, the PCs can approach the victim and the well.

The well's lid can be lifted by two party members (it's quite heavy). Once lifted, the PCs will find nothing underneath. No hole, no well, just ground...as if the lid was laying on the bare ground rather than covering an opening.

The victim is about 30 feet from the well's lid and, unknown to the party, he is laying within a few feet of the actual well. A Giant Trapdoor Spider (MF rules, page 97) happened upon the well's lid and, once it tossed it aside (to where it now rests), the Spider climbed into the well to use as a new lair. As a Trapdoor Spider, the monster wove a new "lid" out of grass, weeds, sticks, and webbing, creating a very well-camouflaged trap for unsuspecting victims.

Giant Trapdoor Spider (12) (AL N, MV 60' (20'), AC 6, HD 3, #AT 1 (bite), DM 2d6/poison, SV L2, ML 8, mutations: gigantism)

Anyone who gets within a few feet of the trapdoor has a 1 in 6 chance of spotting the hidden trap. If they fail the check, the victim will be caught by surprise as the Giant Spider leaps from its hidden lair, grabs the victim, and yanks them down into the well. The Giant Spider will get one free attack and, if it successfully bites the victim, it will do 2d6 hit points of damage and inject a class 12 poison. Failing a save versus poison means death for the victim in 3 turns, and a successful save results in 1d6 hit points of damage. Hopefully the rest of the party saw what happened, otherwise the victim will be all alone and trapped in the confined well with the Giant Spider!

Once the Giant Spider is killed, the party can retrieve the sweetwater from the well. There is enough to fill 8 skins with the substance. If the party investigates the victim, they can see he had been bitten by the Giant Trapdoor Spider, but managed to not be pulled into the well. However, he died from the poisonous bite. The body is carrying 67 silver pieces and 66 gold pieces. He is also armed with a Bygone revolver pistol with 3 shots left. Each will do 1d10 hit points of damage.

Monday, August 12, 2013

Dangerous Encounter: Get Fluffy!

This encounter initially plays upon the PC's sympathies (a child in need), but it can quickly escalate into something much more! The PCs should be in a semi-public area: shopping at a local merchant's booth, enjoying a drink in the village hooch parlor, or just generally looking for something to do during their downtime. Nearby, they should hear the protests of a child shouting, "Stop that! You'll hurt Fluffy! Give him back!"

If the PCs investigate, they'll see a small human child trying to get something back from a group of ruffians involved in a spirited game of "keep away." The human child looks to be about 12 or 13 years old and is seriously outmatched by the bullies who are toying with the child by holding something out of reach and tossing it back and forth as the kid tries to stop them. The bullies are a small band of 6 Suidoids (MF rules, page 99), four-armed pig-men humanoids who are in town and bored. They spied the kid with something interesting and decided to be jerks to pass time during the blisteringly hot afternoon. (Everyone must have a hobby, I suppose, even if that hobby is "being an ass.")

Suidoids (6) (AL N, MV 120' (40'), AC 6, HD 5, #AT 3 (2 clubs, tail), DM 1d6/1d6/1d6, SV L6, ML 6, mutations: aberrant form, increased sense (taste))

As the Suidoids toss the item around, the party will hear the kid nearly frantic with panic as they can see it's a small rabbit-like creature, an Ayteeum -- obviously the kid's pet. (The Suidoids haven't harmed the animal, but the creature is obviously shaken by the way it's being handled.) 

Ayteeum ("Fluffy") (AL N, MV 120' (40'), AC 9, HD 1, #AT 1 (bite), DM 1d4, SV L0, ML 6, mutations: digestive conversion)

The kid ("Jaffy") is a child of the streets, and Fluffy is his beloved companion. (Also, Fluffy is Jaffy's primary source of income as Ayteeums consume carbon and excrete diamonds!) If the PCs step in to put an end to this foolishness, the Suidoids will stand their ground, although it’s obvious that they’re thinking they may have pushed their game too far with the appearance of the party. Jaffy will hold out his hand defiantly and demand the return of Fluffy. The Suidoid with the animal will hold it out, when the Ayteeum -- worked up due to all of the excitement -- excretes a small pile of clear stones. There is a moment as the Suidoids and the PCs realize what Fluffy is and what it just did.

Their greed having kicked in, the Suidoids will then turn tail and flee, Fluffy tucked securely under the arm of the leader.

Jaffy should be panicked, begging the PCs to get his beloved Fluffy back. If the PCs decide to chase the Suidoids, the Mutant Lord should play up the village-wide game of "keep away." The Suidoids know they have a money-making “poop machine” in their possession and will try to escape the village with the animal. But the ML should also play the Suidoids as petty thieves rather than bloodthirsty criminals, so this chase should be played for excitement rather than high stakes. A rooftop chase gives way to crashing through the marketplace. The pig-men will hand off the animal back and forth as they dash through the streets and between buildings. The Suidoids will swing away with their clubs to hinder and slow down the PCs (rather than to injure or maim). Their morale is quite low though, so they'll give up after a while if it appears they can't shake the PCs.

If the PCs return Fluffy to Jaffy, he'll be forever grateful to the party. He'll give them Fluffy's "droppings" from the last three days - diamonds worth 67 gold pieces. He'll also take them to a hidden cage in an nearby back alley where he has two newly born Ayteeums. (Fluffy had babies two weeks ago.) He'll offer the two kits to the party as he must be moving on and doesn't have the ability to care for the creatures. The PCs are welcome to raise the animals as their own if they wish.

Sunday, July 28, 2013

Dangerous Encounter: Journey To The Center Of The ERTH

The PCs arrive at a small outpost on the edge of The Badlands to refresh and re-equip themselves only to find the facility razed and utterly devastated. Bodies of the outpost's inhabitants are strewn about, and there's not a single structure left standing, as if every building were somehow crushed or pushed over. Much of the outpost's supplies and weaponry are missing, as if bandits or marauders attacked and looted the fort, but no outlaws have this kind of destructive power -- or do they?

With enough searching, the PCs will find one badly injured mutant trapped under some rubble, a mutant rat named Bracall. "It was a giant snake that crashed through the walls and destroyed the buildings!" he says between gasps of air. "Huge, like 20 feet tall and four times as long! The giant snake and its army overran the outpost, killing everyone, and taking everything. I stayed hidden 'cause snakes eat rats!"

Bracall says that the attack occurred 4 hours ago. With prompting, he describes the "giant snake" as covered in green metal armor and "floating" a few feet from the ground. It battered the buildings down with its bulk while its army -- snake-men with arms, legs, and barbed tails -- gathered up the outpost's supplies and killed any survivors they encountered. Bracall remembers that the giant snake then "swallowed" the snake-men and supplies, then turned west and floated away over the craggy badland terrain. He says that the snake-men live out west in the badlands, and this must have been done to gather supplies and weapons for an even larger attack.

"If they get those weapons back to their tribe, they'll destroy every other outpost out here. They could even go further east and destroy villages and towns if they have that...thing at their command!"

Bracall begs the party to stop the giant snake and its army by any means necessary before they can deliver their stolen goods. To help catch up to them, Bracall reveals a badly damaged -- but functional -- hovertruck that can carry the party and their gear. Due to the damage sustained, the hovertruck's top speed is only 120 MPH and it has 20 hit points before it's destroyed. (If the Mutant Lord feels generous, you can also supply the PCs with some spare energy grenades that were left behind by the snake-men.)

It takes only 2 hours for the party to catch up to the "giant snake" as it's moving at half its movement rate due to the rough terrain. It's just as Bracall described it -- a giant, green-armored, 80-foot-long snake. However, the PCs can see that the snake is clearly some kind of Bygone mechanical vehicle. Stenciled on the side (if anyone can read Bygone languages) are the letters "ERTH." Once they get closer, they can see that the abbreviation stands for "Exploratory Rough Terrain Hovercraft" which is written underneath. The vehicle looks like a long locomotive-like conveyance with several segmented "cars" joined together. (Stats for the ERTH appear at the end of this adventure.) Thick transparent  plexisteel windows lines the sides, and the PCs can see the snake-men inside the vehicle.

The snake-men are Serpentoids (MF rules, page 94) who were actually worshiping the inactive ERTH as a graven image of their snake-god for generations. The current high priest managed to find his way inside the vehicle and activate it. He and the tribe saw this as a sign from their snake-god to go forth and attack all non-Serpentoids who are encroaching on their lands. The attack on the outpost was the first step. Once they arm the camp, they'll climb inside the ERTH and lay waste to any outposts, camps, villages, and small towns they encounter. The ERTH now holds 12 Serpentoids who are scattered throughout the various cars and compartments. The high priest is at the controls at the front of the ERTH.

Serpentoids (12) (AL C, MV 120' (40'), AC 4, HD 10, #AT 3 or 1 (2 claws, bite or tail), DM 1d8/1d8/1d10 or 2d6, SV L8, ML 10, mutations: toxic weapon, thermal vision, metamorph)

How the PCs board the ERTH or stop it is left to the Mutant Lord to play out. The ERTH is heavily armored and can take a lot of damage before it's disabled. The primary doorway in and out lays at the back end of the vehicle, which opens up into a massive storage area at the rear. The PCs can try to attack the rear hatch in hopes of blowing it open for access (the door will take 50 HP before falling off) or the Serpentoids -- alerted to the presence of the PCs -- may open the rear hatch and begin firing at the party. There is another hatchway on top of the ERTH if anyone can get on top of it, and it will only take 15 hp of damage before popping open.

If the PCs storm the ERTH, there should be a running firefight from car to car as the Serpentoids fight to stop the breech as well as protect the driver up front. They will use whatever weapons they scavenged from the outpost (Mutant Lord's choice) as well as their toxic weapon bite which deals a class 6 radiation toxin. And as the fight goes on, the ERTH gets closer and closer to 100's of Serpentoids waiting for the arrival of their snake-god's bounty.

If the party appears that they are going to win the fight, the high priest driver will steer the ERTH away from the Serpentoid tribal area before activating the self-destruct mechanism built into the military vehicle. (He'd rather see the ERTH destroyed than fall into the hands of The Unclean.) Once activated, the ERTH will explode in 2 minutes, doing 10d10 hit points of damage to anyone still inside, 5d10 to anyone within 50 feet, and 2d10 to anyone between 51 to 100 feet away.

If the party manages to kill or drive off all of the Serpentoids and keep the ERTH from exploding, they will have both a monstrous stockpile of weapons and a powerful vehicle on-hand. (The Mutant Lord may want to carefully consider this campaign-changing shift before "handing them the keys," so to speak.) The supplies taken from the outpost will be found in one of the ERTH's cargo cars. Rather than listing an entire outpost's armory and stockpile, the Mutant Lord should feel free to place as many or as few items as would fit the current campaign. If the party could use some new weapons or items, have those devices available. If the party is well-armed, have the cargo consist of foodstuffs, medical supplies, and random devices. It is left to the Mutant Lord as to how much power he wishes to put into the hands of the PCs.

ERTH (Exploratory Rough Terrain Hovercraft)
Hit Dice: 400 hp
Frame: Armature
Locomotion: Forced Air (45 MPH on irregular terrain; 90 MPH on flat level terrain)
Manipulators: None
Armor: Alumasteel Armor (AC 4)
Sensors: Class II Sensor System
Mental Programming: Programming 
Accessories: Internal Storage Unit, Self-destruct System
Weaponry: Being run over by the ERTH can be considered a "trample" attack by a 50 HD creature. A successful attack would do 4d20 hit points of damage.

Sunday, July 21, 2013

Dangerous Encounter: Up From The Depths


This encounter takes place very close to a coastal region, preferably an ocean or sea. The party will hear the sound of an emergency klaxon horn sounding in the distance. Every 60 seconds, there will be a series of 3 short air horn blasts (ERHNT-ERHNT-ERHNT) as if something is sending out a warning, signaling imminent danger.

If they investigate the siren, they'll find themselves on a high bluff, looking down at an ancient Bygone sailing craft that seems to have run aground in the shallow water. By the looks of the gaping holes on the side of the ship and the rust and decay on every surface, it has been shipwrecked here since long before the days of the Apocalygeddon. But the siren -- mounted on the upper-most mast -- is still sounding off every minute, alerting all within hearing range. (The Mutant Lord should roll for random wandering monsters every other turn (1 in 6) as long as the siren is going off. Use the Monster Encounter Table-Sea on page 105 if an encounter is merited.)

From their current vantage point, the party will see that the siren has already attracted 12 Lobstrosities (MF rules, pg. 81) that are currently circling the shipwrecked hulk. The giant crustaceans are constantly slamming into the side of the ship, as if eager to get to the sound of the noise. If the party decides to attack the Lobstrosities head-on, the ML should keep in mind the bite of the creature inflicts a class 6 poison that causes high fever, weakness, and hallucinations for 8 hours.

Lobstrosities (12) (AL N, MV 30' (10'), AC 8, HD 5, #AT 3 (1 bite, 2 pincers), DM 1d6/1d8/1d8/poison, SV L3, ML 12, mutations: toxic weapon)

The most obvious entrance is through the massive hole in the hull of the ship (which is too high for the Lobstrosities to reach). Flying mutants can glide down and alight on the deck of the ship if they desire. However, those mutants landing on the deck of the ship will expose themselves directly to the ear-piercing peals of the siren. Anyone approaching from this direction will suffer 1d4 hit points of sonic damage and be deafened for 1d6+4 rounds as if exposed to a sonic-based attack.

Once the party members are on board, they'll discover the reason for the siren and the circling Lobstrosities. Six Barracudamen (treat as Fishmen, MF rules, pg. 72) have been exploring the shipwreck that they happened upon earlier in the day. While rummaging around in the wheelhouse, they accidentally reactivated the warning klaxon that sounded the day the ship first ran aground. Because the Barracudamen are earless thus deaf, they were unaware of the noise they were creating as well as being immune to the horn's sound attack.

Barracudamen (6) (AL C, MV 100' (30'), AC 7, HD 7, #AT 1 (bite or weapon), DM 3d6 or as weapon, SV L3, ML 11, mutations: none)

Each Barracudaman can bite for 3d6 hit points of damage, and each is armed with a serrated dagger that does 1d6 hit points of damage. Three of them are also armed with Gauss pistols that do 2d6 hit points of damage.

The Barracudamen are currently investigating the crates in the cargo hold, and they have already amassed a sizable collection of Bygone treasure. The items they've uncovered sits in a big pile in the center of the cargo hold: a suit of plastic plate armor (AC 4), 3 rolls of ion bonding tape, a radiation rifle (6 shots left), an advanced breathing apparatus (2 hours of air remaining), and a K-O shot. They also scavenged the skeletal bodies of the crew and recovered 820 silver pieces (as well as the three Gauss pistols mentioned earlier).

The Barracudamen are incredibly excited about the valuables and artifacts they've happened upon. Bringing all of this back to their underwater city will set them up as kings in the eyes of their people. Because of this, they will fight any interlopers who try to steal their treasure to the death.

Tuesday, June 25, 2013

Dangerous Encounter: The Battle For Wacky Valley

NOTE: This encounter will require a bit of preplanning on the part of the Mutant Lord. We have only provided a basic outline of the adventure's concepts and layout. It is up to you to fill in the blanks. 

This encounter should begin when the players are far from any populated areas. Not necessarily in the middle of a desert or on a mountaintop, but far enough away from any towns and cities to be virtually isolated. In the distance, the PCs will hear a SNAP, followed by a roar of thunder -- even if there's not a cloud in the sky. If they become curious and investigate, they'll eventually stand at the crest of a valley. Down below in the valley, they can plainly see what looks like a village of some kind surrounded by a high wall. There is a main gate structure at end they're approaching, and in the center of the village is a moderately-sized artificial mountain topped with a stone structure. As they watch, the structure on top of the mountain glows and an arc of electricity flashes out with a SNAP, followed by the roar of thunder. One of the small huts in the village catches fire from the bolt. 

"THAT WILL BE ENOUGH INCURSION! ANY MORE DISOBEDIENCE WILL BE MET WITH MORE OF THE SAME!" a voice booms over the area (through hidden intercom speakers).

If the players approach from the front, they'll see a colorful sign above the gate with the name of the village - "WACKY VALLEY: The Wackiest Place on Earth!" Wacky Valley is an ancient Bygone amusement park. It is laid out in four "Zones" -- three Zones surround a central hub Zone:
  • Pirate Zone -- A land of scurvy buccaneers and salty pirates. This section of the "village" is laid out like a weathered seaport. The primary attraction in this Zone is a small man-made lake with a full-sized pirate ship named The Jolly Roger floating in it. The Zone leader is "Salty Dog" Bludhart.
  • Ninja Zone -- A land of eastern martial arts mastery. This section is laid out like an ancient Japanese village. The primary attraction here is a martial arts dojo where live demonstrations were once given. The Zone leader is Grand Master Shinado.
  • Fuzzy Bunny Zone -- A land of anthropomorphic cartoon animals. This section is laid out like a colorful forest village made of giant mushrooms and tree stumps. The Zone leader is Scrappy Squirrel.
  • Olympia Zone -- A land of Greek gods and goddesses This section is filled with marble structures, columns, and statues. This Zone is the hub in the center of the village with the other three Zones laid out around it. The primary attraction is Mount Olympus in the center (the artificial mountain). The Zone leader is Zeus.
All of the creatures the PCs meet in Wacky Valley -- pirates, ninjas, 'toons, and gods -- are advanced entertainment bots. To keep it simple, all of the Wacky Valley bots have the same basic construction. Use this basic template for all NPCs in Wacky Valley, adding appropriate weapons (cutlass, sword, nun-chucks, clubs, spears, etc.) as needed:

Entertainment Bot (AL N, MV 120' (40'), AC 5, HD 50 hp, #AT 1, DM by weapon, SV L5, ML 10, mutations: none)

The four sections of the "village" lived in harmony for millennia. A few years ago though, "Zeus Bot" decided he was tired of pretending to be a god, and he decided to BE a god. He and the rest of the Greek bot pantheon have decided to rule Wacky Valley, demanding tribute from the various Zones and punishing those who step out of line. Needless to say, the leaders of the three Zones have had enough and are starting to develop plans to overthrow Zeus and his lackies. Sadly, the leaders are horribly outmatched, so they pretend to toe the line in public. Behind the scenes, they've managed a few guerrilla strikes against Zeus' Greek centurions (his armored footsoldiers), but that's about it. With the arrival of the PCs, the leaders realize they may have a chance to overthrow Zeus' tyranny and bring peace back to Wacky Valley.

The Mutant Lord is encouraged to play this encounter like an underground strike force against a despotic tyrant. (Imagine a WWII espionage scenario. Now place it in a theme park.) The Wacky Valley leaders and residents will keep the PCs hidden (or disguised if out in the park) as they show them around and explain their plight. Zeus has two other "gods" that live on Mount Olympus with him -- Hermes and Hercules. The three of them rarely leave the mountain, so the Wacky Valley clans have been trying to deplete their robotic soldiers in hopes of driving them into the open. Zeus is no fool though, preferring to send his guards out to quash any uprisings, as well as firing his bolts of lightning from afar. He may also send down either Hermes or Hercules to crush any resistance as needed. Getting a face-to-face confrontation with Zeus will not be easy.

Unbeknownst to the villagers and PCs, Zeus and his gang can see and hear everything that goes on in Wacky Valley as the entire park is watched through a series of security monitors. (The park security office is located in the base of Mount Olympus.) Zeus is now watching the PCs with interest as he gauges what kind of threat they are to his reign. The stats for the Greek god-bots are as follows:

Zeus (AL N, MV 120' (40'), AC 5, HD 50 hp, #AT 1 (weapon or energy ray), DM by weapon or 4d6, SV L5, ML 10, mutations: energy ray (lightning))
Hermes (AL N, MV 340' (80'), AC 5, HD 50 hp, #AT 2, DM by weapon , SV L5, ML 10, mutations: quickness)
Hercules (AL N, MV 120' (40'), AC 5, HD 50 hp, #AT 1, DM by weapon + 3d6 bonus, SV L6, ML 10, mutations: increased strength)

The gods were content to toy with the Wacky Valley denizens, but now that the PCs have entered the picture, they've become worried. They have no intention of relinquishing the power they've wielded for so long and will only give up if they are destroyed.

What kinds of missions will the PCs need to accomplish to bring down Zeus? Well, perhaps a device hidden aboard The Jolly Roger can deaden Zeus' energy ray ability, so the PCs are tasked with retrieving it. Maybe Lil' Bunny Foo-foo is being held and tortured by Greek centurions and must be rescued before she reveals the location of the rebellion. Or perhaps the ninja-bots have all been deprogrammed, and the PCs must find the flash drive containing their ninja-moves subroutines so they can launch a counterattack. The Mutant Lord is encouraged to make the Battle for Wacky Valley a series of interconnected adventures within a surreal landscape of pirates, ninjas, and cartoons characters against the forces of Greek gods. Have fun with it!

Monday, June 17, 2013

Dangerous Encounter: The Stalking Terror

This encounter will prove to the PCs that not everything is as it initially appears in the Mutant Future. Most of what happens here is smoke and mirrors, but a clever Mutant Lord could run this encounter over many sessions until the PCs become wise to what's really going on.

The disturbance should begin one night while the PCs are enjoying some down time -- preferably making camp or otherwise on the trail or in the wilderness. It should be relatively quiet and uneventful. The Mutant Lord should "roll" a random encounter behind the screen, then announce that a Giant Tarantula (MF rlebook, page 97) has lumbered out of the darkness. The hairy monstrosity is easily 9 feet across; its eyes glittering and fangs dripping with venom. It hisses angrily, staying just at the edge of where the campfire's light falls. If the PCs attack, the Giant Spider will rear up to defend itself. Whenever the Giant Tarantula attacks, the ML should roll behind the screen and announce that it misses. The moment a PC makes contact or lands a blow, the Giant Tarantula will suddenly "blink" away, suddenly appearing on the other side of the campsite as if it had teleported. The PCs will probably race to the other side to engage the creature, which will seem to think better of the encounter, turning to flee into the darkness. If the players chase it, they are unable to catch up to it. The Giant Tarantula doesn't return that evening.

Unknown to the PCs, the Giant Tarantula isn't real. The entire encounter was orchestrated by a trio of Stalker Plants (MF rulebook, page 99) who have taken an interest in the players.

Stalker Plants (3) (AL N, MV 60' (20'), AC 8, HD 4, #AT 1, DM Special, SV L3, ML 5, mutations: mental phantasm)

The Stalker Plants have been following the players for the better part of the day, looking for an opportunity to pick through their belongings to make off with some shiny trinkets or coins. While the PCs are occupied by the mental phantasm of the Giant Tarantula, the Stalker Plants have each taken one small insignificant item from the player's belongings. (The Mutant Lord can roll randomly or just pick three minor items.) The Stalker Plants will then scurry into the darkness and bury these purloined items. The items will probably be valueless, although a careless player may find his coin purse slightly lighter or his favorite dagger missing.

If the Stalker Plants are undetected, they will continue to follow the PCs for as long as they can. They will keep their true nature hidden by "hiding in plain sight," as they just need to close their many eyes and they'll just appear to be scrub brush. When a few days have passed and another opportunity presents itself, the Stalker Plants will bring the imagery of the Giant Tarantula back to threaten the PCs and lead them away from their valuables. Since the Giant Tarantula is only a mental phantasm, it "blinks" out whenever someone makes contact with it. (The illusion can be seen, heard, and even smelled, but not touched.) The Stalker Plants will try to avoid this, as the PCs will eventually become suspicious as to the nature of the Tarantula.  If the PCs leave their items unattended again, the Stalker Plants move in and make off with some more trinkets.

The Stalker Plants will keep up the charade as long as they can. However, by the third encounter with the Giant Tarantula (it's the only mental phantasm the Stalker Plants have), the PCs will probably figure out that something is manipulating them. But until the Stalker Plants are either caught in the act or otherwise discovered, the Giant Tarantula will "attack" the PCs every few days.

If the Stalker Plants are discovered, they will send out a blinding mental "flash" to everyone within 50'. Anyone who fails a save vs. stun attacks will be struck blind and deaf by the mental overload for 2d6 rounds. During this time, the Stalker Plants will scamper off and escape, looking for a new traveling group to stalk and torment.

Sunday, May 26, 2013

Dangerous Encounter: The Dead Of Night


This encounter takes place in a post-apocalyptic village that appears to be preparing for a siege. When the PCs reach the outskirts of the small town, they see the townspeople finishing up a rather shoddy fence around the edge of the village. The fence is about 7 feet high at its tallest and is cobbled together from boards, scrap sheet metal, chain link fencing, and any other materials that can be scavenged. When the PCs approach, they are stopped at a distance by a guard at gunpoint. "Are you infected with the dead virus?" he shouts. When they are able to prove they are not "infected," they will be allowed entry.

The guards explain that the town and its people have seen an increase of attacks from wildlife from the surrounding forests within the last month. Oddly, these animals -- coyotes, wildcats, elk, and others -- all seem to be infected with the same virus that animates the Walking Dead (MF rulebook, page 101). They are obviously dead and reanimated, attacking and trying to consume anyone they encounter. Anyone bitten also becomes infected with the virus, and if the limb is not amputated, they become one of the Walking Dead as well and must be put down. The "dead animal" attacks are increasing in frequency and it's only a matter of time before the town is overwhelmed.

As the PCs question some of the villagers, a shout alerts them to a breach in the fencing. When they arrive, they see two villagers trying to repair a hole in the fence, while four outmatched villagers are trying to hold back five Infected Wolves who have managed to get through. The wolves have large patches of skin missing and their eyes are white and pupilless. Their muzzles and faces also seem to be coated in a glistening green slime as well. The pitchforks and rusty swords the villagers wield will not hold back the five snarling zombie animals for long.

Infected Wolves (5) (AL C, MV 180' (60'), AC 7, HD 2+2, #AT 1 (bite), DM 1d6, SV L2, ML 8, mutations: none)

Any villager or PC who is killed by one of the Infected Wolves will rise as one of the Walking Dead 24 hours later. If anyone is bitten, they must amputate the bitten appendage first, then make a save versus poison or death. Failure means the victim has contracted the virus and they will lose 5 points of CON per day until they die. They will rise as one of the Walking Dead within 1d4 turns after death. (Failure to amputate the limb means the virus will take hold regardless.)

Walking Dead (AL C, MV 180' (60'), AC 8, HD 5, #AT 2 (rend/bite), DM 1d6/2d6, SV L4, ML 12, mutations: none)

Once the crisis has been dealt with, the villagers will beg the PCs to find out how these attacks began and put a stop to it. The one common element to all of the attacking creatures is that they all seem to have that green ichor smeared on them, as if they came into contact with some kind of poison or chemical. All of the attacks seem to come from the northwest as well. If the PCs head in that direction, it will be fairly easy for them to follow a trail created by the mindless rampaging animals (broken plants and branches, footprints in the mud, green goo smeared on trees, etc.)

About a mile from the village, the PCs will reach the ruins of a Bygone church. There seem to be a lot of animal tracks around the church, and if they search hard enough, they'll find puddles of that foul green substance all around the area. What has happened is that a Corpse Owl has nested in the church's bell tower, and the decrepit creature is dripping its fetid disease-laden fluids all over the surrounding area. Coming into contact with this poison is deadly as it carries a concentrated form of the necro-animation virus. If contact is made with this fluid in its pure undiluted form, a save versus poison must be made. Failure means the character immediately dies and will rise as a Walking Dead in 2d6 rounds. A successful save will still cause 4d6 hit points of damage as well as muscle convulsions and a raging fever that lasts 24 hours.

Corpse Owl (1) (AL N, MV Fly 120' (40'), AC 7, HD 3, #AT 2 (peck/claw), DM 1d6/1d6, SV L2, ML 8, mutations: dermal skin poison (special: necro-animation virus))

Area wildlife are coming into contact with the Corpse Owl's poison and are converting into the undead creatures attacking the area. Putting an end to the Corpse Owl should be the first order of business. However, the Corpse Owl is active only at night and will leave the tower only at that time. The tower is difficult to climb (the interior stairs have rotted and crumbled away decades ago), and even if the PCs get to the top, confronting the Corpse Owl in its slime-filled lair is suicide. Waiting until nightfall when the Corpse Owl leaves the nest and then killing it with a ranged weapon is the safest way to deal with the menace.

However, if the PCs hang around the base of the tower long enough, the Mutant Lord should roll for a random encounter. If one occurs, some of the infected wildlife may wander through the area. Stats for a pair of Infected Wolves and an Infected Black Bear are provided in the event this random encounter occurs:

Infected Wolves (2) (AL C, MV 180' (60'), AC 7, HD 2+2, #AT 1 (bite), DM 1d6, SV L2, ML 8, mutations: none)

Infected Black Bear (1) (AL C, MV 120' (40'), AC 6, HD 4, #AT 3 (2 claws, bite), DM 1d3/1d3/1d6, SV L2, ML 7, mutations: none)

Even if the Corpse Owl is destroyed, the PCs may be tasked by the village to help kill off any infected animals still lurking in the area. A Walking Dead incursion may happen if any infected animals are allowed to run free (which could be another adventure hook down the road). The villagers will burn the disease-laden church to the ground to put a stop to any future infected animals.