Thursday, April 15, 2010

[Thundarr Thursday] Savage Menagerie: Sky Dragon

No. Enc.: 1 (1)
Alignment: Neutral
Movement: Fly: 300' (100')
Armor Class: 8
Hit Dice: 11
Attacks: 1 (bite or ram)
Damage: 2d8 or 3d10
Save: L5
Morale: 8
Hoard Class: None

The Sky Dragon is a monstrously large mutant dragonfly used as a means of transport. They are incredibly fast due to their powerful wings, light weight, and quickness mutation. A Sky Dragon has eight legs, a blue exoskeleton, long thin insectoid wings, and large red multifaceted eyes. Due to their size, they can carry up to three human-sized creatures comfortably. They can carry up to 900 pounds and move at full speed. They can carry between 901 and 1,800 pounds and still get airborne, but they'll move at half-speed. A Sky Dragon cannot take flight if encumbered by more than 1,800 pounds.

Because of their fragility, a Sky Dragon isn't normally used in combat, although they can defend themselves if attacked. They will bite at an enemy with its mandibles doing 2d8 hit points of damage if successful. A Sky Dragon can also dive from the sky at an incredible rate of speed, ramming into an opponent and doing 3d10 hit points when attacking in this manner. They will ram only as a last resort as they will take 1d10 hit points of damage themselves from the collision.

Mutations: quickness

NOTE: This creature is inspired by the episode "Master of the Stolen Sunsword" from the classic Ruby Spears cartoon "Thundarr the Barbarian." Stay tuned each week for Thundarr Thursday!

Tuesday, April 13, 2010

Computer Bugs And Viruses

In the world of the Mutant Future, illness and disease are common. Oh, but I'm not referring to the myriad of viruses and bacteria that humans and mutants are susceptible to. Bizarre mutated nanobots, corrupt programming codes, and strange metal-dissolving substances endanger the health and well-being of androids, synthetics, and replicants. If your robotic PCs start to think that they're untouchable by organic diseases and illnesses, see how they'll handle contracting one of the following Android Ailments:


  • Synthetic Stroke - A portion of the android's communication CPU shorts out. The android is unable to communicate clearly as the words it uses do not clearly convey its intent. One common trait is that it can only speak in numbers rather than words. ("What seems to be the problem?" "Five, twenty-six, thirteen!" "I don't understand." "TWELVE!")

  • Robo-Arthritis - The synthetic lube surrounding the android's joints begins to deteriorate. The android will begin having trouble walking and moving. If not corrected, joints may begin to seize up, rendering the android completely immobile. It is said that some robots suffering from advanced forms of this condition have gone insane when they've been unable to move for years while their AI remains active.

  • Asimov's Attack - The android's Asimov programming fails or becomes corrupted. Rather than following The Three Laws of Robotics, the android will begin doing the exact opposite of one of the laws at random intervals. It may attack a human without provocation. It may begin deliberately disobey direct commands. Or it may try to injure or destroy itself ("synthetic suicide"). This glitch should occur without warning. ("While discussing your next course of action, IG-88 whips out its laser pistol and - without saying a word - shoots you point-blank in the chest.")

  • Computer Memory Loss - The android's memory circuits are compromised. Roll 1d6 for the effect: 1. The android relives the same 10 minute time period over and over. 2. The android cannot remember anything that happened more than 1 hour ago. 3. The android remembers everything up until 1 hour ago. 4. The android cannot recall its identity or function, although it remembers everything and everyone else. 5. The android is aware of its own identity, but he treats everyone as if they were strangers. 6. The android reverts to its initial power-up state when he/she first went online. Everything that occurred in its "life" has been wiped clean.

  • Rust Leprosy - An aggressive microbot attacks the metal parts making up the android. If the 'bot has a metallic outer shell, jagged rusty holes will begin to appear and spread. If the android has a synthetic outer covering, the rot occurs from within, decaying its skeletal structure and circuitry. Once discovered, it could be too late to stop.

  • Gyroscopic Vertigo - The robot's internal gyroscopic sense of balance has failed. The android's DEX is halved until the gyroscope can be reset or replaced. The android should make constant saves vs. DEX to perform the simplest of tasks. Walking is difficult and anything requiring a degree of coordination is impossible.

Monday, April 12, 2010

Savage Menagerie: Necrobeast

No. Enc.: 1
Alignment: Neutral
Movement: 120' (40')
Armor Class: 5
Hit Dice: 7
Attacks: 3 (club/club/peck)
Damage: 1d4/1d4/1d4
Save: L3
Morale: 9
Hoard Class: VII

The Necrobeast is a large, bear-sized, bipedal, flightless vulture. Just like its Ancient counterpart, the Necrobeast feeds primarily on dead and decaying tissue - preferring it over recently killed prey. It has evolved a special toxic weapon to achieve this.

In combat, a Necrobeast attacks with two vestigial wing-like "clubs" it uses to bludgeon a victim. On a successful attack, these club-like arms do 1d4 hit points of damage. The Necrobeast can also peck at its prey with its beak for a similar 1d4 hit points of damage. However, the Necrobeast's true abilities are in its mutations.

The Necrobeast has evolved the killing sphere mutation. When triggered, all creatures within 25' of the Necrobeast will have their hit points dropped to 1 hp, then a save vs. stun attacks must be made or the victim will drop unconscious for 1d10 rounds. Once incapacitated, the Necrobeast will peck at the victim, injecting a rotting disease into its prey. This rotting disease (similar to a Rot Dog's - see MF rulebook, pg. 92) will immediately inflict 1d10 hit points of damage - probably killing the victim. However, the Necrobeast will let the rotting disease continue to decay the corpse, and it will return in 1d4 weeks to feed upon the rotting remains.

Mutations: killing sphere, toxic weapon

Friday, April 9, 2010

[Thundarr Friday] Dangerous Encounter: Attack of the Amazon Women

While riding along a cliffside along a sea coast, the PCs will hear the blasts of lasers as a nearby firefight ensues. If they investigate, they'll see two blue-skinned women in robes with shields and tridents being fired upon by four other blue-skinned warrior women armed with laser rifles. One of the laser-armed women shouts to the ones who are pinned down: "Surrender Deona! Rejoin our Amazon army! Queen Stryia will be merciful!" "She is a WIZARD!" Deona shouts back. "She shows no mercy!" The laser-weilders begin firing again at the rebels. If the PCs have any sense of fair play (and if they are "anti-wizard" as all good characters in the Thundarr universe should be), they should help the outgunned rebels.


Amazon Women (4) (AL C, MV 120’ (40’), AC 7, HD 8, #AT 1 (laser rifle), DG 6d6, SV L4, ML 7, mutations: water breathing)

When the battle has turned, the leader shouts for retreat. All of the Amazons will dive into the water, swimming away on giant sharks that have been waiting nearby. Deona thanks the PCs and offers them food and shelter in a nearby hidden cave where she and her rebel Amazon band have taken refuge. She explains that she was once Queen of the Amazons - a race of aquatic water-breathing warriors - until the Wizardess Stryia conquered her underwater domain. "Now Stryia is building an army with which to strike on land as well as at sea!" From her hidden base, Deona has been striking against Stryia, weakening the wizard's defenses. Impressed with the PC's fighting prowess, she asks them to accompany her on a raid on Stryia's underwater base. "Stryia has located an Ancient secret weapon! We must seize it before she can use it against the surface world!" she warns. She offers all of the PCs the use of a set of Aquagills (which they'll be allowed to keep) for this mission.

While swimming to the location of the secret weapon, the party will be spotted by one of Stryia's patrols. They contact Stria who informs them to release the Fraeken - a monstrous squid-like creature trained to protect the area. The Fraeken will attack the party, firing an energy ray at them first before moving in to try to grasp and crush any PC is can get near.

Fraeken (1) (AL N, MV Swim: 90' (30'), AC 7, HD 9, #AT 8 or 1 (tentacles or energy ray), DG 1d4 per tentacle or 4d6 per energy ray, SV L4, ML 7, mutations: energy ray)

Once the Fraeken is dealt with (or it scampers away), Deona will lead the party to a submerged Ancient air force base. (If the party has been getting away relatively unscathed, toss in an underwater Amazon patrol attack to keep them on their toes. If they've been taking a beating, let them get to the air base after the Fraeken attack.) One of the buildings, an Ancient airplane hanger, has a thick crust of barnacles that have kept it undamaged over the centuries. An airlock leads within. Once the party is inside, they'll see the secret weapon Stryia plans to use - a large combat missle that could level a city! As the party approaches the missle, three Giant Black Widow Spiders descend from the ceiling and attack the party! The bite is deadly (death after 1 turn unless a save versus poison is made).

Giant Black Widow (3) (AL N, MV 60' (20'); Web 120' (40'), AC 6, HD 3, #AT 1, DG 2d6/poison (class 12), SV L2, ML 8, mutations: gigantism)

After the spiders are dealt with, the PCs will hear a shrill laugh coming from within the missle. The nosecone drops off and there stands Queen Stryia! The missle was Trojan Horse - a hollow case in order to lure Deona into her trap for a final battle! Stryia is an 8th level wizard and will not stop until Deona and the PCs are defeated, or she is destroyed! If there are any sorcerers in the party, she will single them out first, trying to incapaciate them first. (And if the PCs are still a viable threat, have a small regiment of Amazons file out of the missle behind Stryia for support.)

Once Stryia has been defeated, Deona reclaims her rightful place as Queen of the Amazons. The PCs have made a very strong ally that they may call on one day. Queen Deona may also reward the PCs with something from her kingdom if the Mutant Lord so wishes.

NOTE: This adventure and its creatures were inspired by the episode "Attack of the Amazon Women" from the classic Ruby-Spears post-apocalyptic cartoon "Thundarr the Barbarian." Obviously some liberties needed to be taken with the original episode's plotline, but I tried to stay as true as I could to the feel of the show. Stay tuned each week for "Thundarr Thursday!"