Wednesday, February 13, 2013

THE BURNING SANDS--A Mutant Future Scenario Part 6


THE BURNING SANDS
A Mutant Future scenario
(c) Jerry Harris, 2013

Index

THE UNDERWORLD


The Setup

This area did not take a direct hit, but was close enough to be effected by the shockwave. The Underworld was unaffected, but the underground bunker, the only way in or out of the massive chamber, was shaken enough to cause a cave-in and bury the security doors. While the inhabitants could have easily dug their way out, there was nothing on the inside that could breach the massive jammed doors. They were trapped and no one was listening that could help rescue them.

The geo-front is a hemisphere is about a mile in diameter and about as tall as an indoor stadium. It was designed as a self-contained system: powered by an nuclear reactor, crops providing oxygen, ventilation and scrubbing of the air by recyclers, evaporation water recycling, and powerful lights bathing the area in a dim twilight. The complex was never fully completed. The living areas were never even started. Currently, three main groups fighting and feeding on each other, with a constant supply of zombie clones being churned out by the Main Computer.

The party enters at the top lip of the shallow bowl-like interior. They can see the junkyard in front of them, the farm further down, mist, and then the glowing, blinking lights of a circular building in the center. Massive power cables from the complex reach up to the domed roof with its massive lights and air recyclers.

Junkyard:

The other three of the Brain Lasher advance party is found just outside their tunnel. They are all dead and blood drained. The group unfortunately just happened to run into a pack of vampires upon exiting the tunnel. Assuming they were simple primitives, the Lashers attempted to dominate them and were delivered a rude shock. One attempted to retreat back into the tunnel, only to be overcome. The strong lights of the excavation kept the vampires from advancing further. Two blaster rifles, 1 laser rifle, and 1 gauss rifle, all fully loaded, are found with bodies.

The junkyard is near the entrance. This is a large pile of building supplies for houses and apartments that were never built. Since then, the area has become progressively more dilapidated. The Morlocks live in crude huts and tents made from the building materials and dominate this area. These are the degenerate, inbred, mutated descendants of the humans trapped inside.

Four Zombies are loitering nearby. These are Walking Dead, essentially brain dead clones, which mindlessly attack anything, and are wandering all over the Geo-Front. They are all naked. They will attack the party if they come close to them.

Any fight will bring a hunting party of ten Morlocks. They are dressed in tattered clothing, including a priest wearing a rad suit. They don’t attack first, but do surround the party. They might be willing to do single combat over an item. (Their champion will be a massive brute.) They might be willing to help, run away, or outright attack depending on how the combat goes. If an all-out skirmish ensues, the Morlocks will run at 50% casualties.

Groovy Ghoulies:

This is the farming area containing various crops. Small patches of wheat, corn, barley, etc. Four Agri-bots are working the area. They do not attack, unless they are interfered with. One of the bots is observed scooping up and mulching a blood-drained body.

The Ghoul clan rules this area. They are Walking Dead clones, but semi-intelligent and fast-moving and wearing some random bits of clothing or plastic.

Six Ghouls are rustling among the cornstalks. The party will hear them in advance and can see them first and can avoid them, if cautious.


Red Rain:

This is the weather control complex. Evaporators working in the area have produced a misty, damp, foggy atmosphere.

Three Zombies are seen. They stare for a moment, then start, and then run away.

There is a mental voice calling out from the fog, “Fresh meat! Fresh meat!” This is Vampire clan turf. They are Walking Dead clones, but semi-intelligent and mutated into blood drinkers. (Cf. Mansquito. Powers-vampiric field and metaconcert.) They hunt in packs and are covered in crude paint or mud. The Vampires will taunt the party from the fog before attacking. There are three Vampires and are led by Skinner the Skin Stealer. “Skinner gonna him get some new clothes,” he says before attacking.

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