Friday, February 8, 2013

THE BURNING SANDS--A Mutant Future Scenario Part 3


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

Index


THE WHITE DESERT


The Setup

The White Sands national monument has vastly expanded on this side of the Organs. A sea of glittering white sands blinds the group as they crest the pass. It is a vast, inhospitable wasteland with sparse vegetation, dangerous mutated creatures and high radiation in places. Only a rough, mangled road is a semi-safe corridor: a thin, black line in the white sand. Only a few small oasis permit any humanoid life.

Roadside Attraction:

The party sees a Jackalope (Rabboxen) herd foraging nearby. Hunting them could provide possible food and pelts for barter. Attempting to recover a shot Jackalope, brings them next to a Screech Bush. The ground suddenly quakes. The next round, a Purple Worm appears. First, it will swallow the corpse. It will chase the group until it reaches the road and will then burrow off.

Scenic Rest Area:

The Skullf*ckers were a group of biker mutants, who squatted in the old White Sands Visitor’s Center. Past tense. Their camp is now a smoldering ruin from a recent attack.

Upon entering the camp, another Screech Bush goes off. This draws a Giant White Horned Lizard. It attacks from surprise due to its natural camouflage, even though the party will be on alert. It was the mutants’ watchdog/pet and will fight to the death.

Behing the camp (and plainly visible) is a crude oil derrick. It is surrounded by full oil drums and hovering over a large pit. Dangling over the pit by a crude winch assembly is a cage with a captive inside. This is the Skullf*ckers’ leader (Irradiated), Rokko, who ‘hid’ himself here to avoid capture. He calls out for rescue as soon as the lizard is defeated, as the assembly has been damaged and the cage is locked, thus stranding him there. The pit contains a vicious Land Squid, that the Skullf*ckers fed captives to. It will attack anyone who comes near, but retreat if it loses half of its hit points.

Rokko saw the UFO land off in the ruins due northwest and then it came back and took captives. Most of the bikers were stunned and didn’t fight and were simply lead off. He knows where they went and won’t go there. The suburb ruins are a deathtrap. He will point the party to Driver’s trailer, visible near to the ruins, as a possible guide. Rokko then hops on his bike and takes off. (Alternately if Rokko is killed not consulted, Driver and Bounce simply show up to loot.)

If the party wishes to loot the camp, they can find these items over the course of a half-hour: binoculars, guns (pistols and rifles), ammo, swords, knives, food (disgusting), a med kit, a rad Sickness kit, a repair kit, a Geiger counter, ten motorcycles.


Trailer Trash:

A trailer home sits out in the middle of nowhere. This is home of Driver, Encephalized Coyote humanoid, and Bounce, rabbit humanoid (Leaper). (Picture a proper Englishman and a little toadie.) Driver claims the ruins, and since he’s the only one who knows how to safely navigate the surrounding minefield, and knows creatures inside, he can make it stick. These two are hardy adventurers. Their property is surrounded by Screech Bushes and guarded by their pet Gray Worm, Sid. Bounce comes guns blazing after the bushes and Sid are set off and demanding, “Who’s there! What the hell do you want?”

Provided they don’t accidentally kill the group for trespassing, Driver and Bounce will be happy to lead a group to their certain deaths in the White Sands Ruins. For a price, paid up front. They also warn the group, they’re going to desert them if things get hairy. They negotiate over dinner. The boys want most of the goods from the Skullf*cker’s camp (except for the med and rad kits). Driver saw the UFO land, attack the bunker, take off, attack the biker camp, and then return with captives. The party can safely rest for the night in the trailer.

Thursday, February 7, 2013

THE BURNING SANDS--A Mutant Future Scenario Part 2


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

Index

THE ORGANS
http://en.wikipedia.org/wiki/File:Organ_Mountains.jpg

The Setup

The mountains to the east of Crossroads that needs to be crossed to get to the Burning Sands. It is a shunned and wild area. The one pass over the mountains is ruled by a clan of Hawkmen (Accipitoids).

As soon as the group starts up the rough, unmaintained road to the pass, a squadron of Hawkmen descend upon them. This is not unexpected. The Hawkmen challenge anyone enter the mountain range.

They inform the group that the pass is closed. The reason is that a giant mutant has taken it over. He is apparently a new ally of the Feeders who dwell under the mountain and whom contest with the Hawkmen for the caves. After several skirmishes, the Hawkmen have been forced to withdraw. With their more technologically advanced weapons, the rangers might have a better chance. Would the rangers be willing to drive out the giant in exchange for the right of free passage in the mountains for the group and an artifact from the Hawkmen? The group is given a Hawkman guide, Bill.


Squiggy’s Grove:

The trail leads straight up to bent gnarled grove of trees and the maw of a large, dark cave. The bodies of several Hawkmen are hung up in the trees by their wings. A cougar is immediately noticeable on the scene dragging a corpse off into the bushes. The cougar watches the party for a moment before continuing on.

A little voice suddenly chirps up, “Hey, look out!” An acorn flies out of a tree and into the bushes behind the party. Immediately, a Giant Rattler snake rears up and hisses. The group will have a free round to act on it. Any hit will drive it off. A little humanoid squirrel (Scuirinoid) will then leap out into the clearing. “Well, this group looks a little more promising. I’m Squiggy. “After I drew the little acorn, my clan (spits) has volunteered my services for this exciting suicide mission. I was bored living anyway.” Bill, somewhat apprehensively, will vouch for the Scuirinoids. Squiggy will tell what he knows, “Okay, bruiser’s in the cave with his little toadies. Alright geniuses, what’s the plan?”

The Bat Cave:

Guano fills the cave floor in a sticky, smelly, disgusting ooze. Four Feeders attack from shadows. First, they stir up the Bats on the ceiling. They are just a nuisance (successful attack only stuns for a round). They only stay for a round. Next, a Giant Bat drops and attacks. At the same time, the Feeder will start sniping with bows and arrows, fleeing if two are killed.

David and Goliath:

Goliath (mutant with blinding eye blast ability) comes out after the Feeders are dealt with. The party will smell him well before he’s visible. The party has woken him up from his nap and he’s grumpy, and hungry. “Somebody a comin’ for dinner?”

Their camp is a nasty collection of bones, bodies, and animal skins with nothing of value. Bill suggests burning it.

Party Down:

Hawkmen throw a party that night. The group is given a laser rifle. All it needs a new battery. The Hawkmen saw the UFO go over the mountains. The group can continue on safely in the morning.

Wednesday, February 6, 2013

THE BURNING SANDS--A Mutant Future Scenario Part 1


goblinoidgames.com/mutantfuture.html

[I downloaded the free Mutant Future (nee Gamma World) game a few years ago and compulsively wrote up an adventure for it.  All of the monster stats mentioned are listed in the rules book.  The adventure is based on the area around my hometown of Las Cruces and White Sands National Monument.]

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

Part 2
Part 3
Part 4
Part 5
Part 6
Part 7

Overview

The PC’s are group of wasteland rangers that are investigating a UFO that made a fly-by of their hometown, Crossroads. Rumors indicate that it may have landed in a nearby desert region. The trail leads them over a small mountain range and an encounter with a large mutant guarding the pass.

On the other side of the range lies a vast, inhospitable sea of white sand. Little can survive in this region and what does is generally very hostile. The largest intelligent community in the area is a clan of mutant biker thugs, however their settlement is nearly deserted and in ruins from a recent attack. The mutants were taken captive by the UFO.

The trail finally leads to a nondescript looking set of ruins, which in actuality cover the entrance to a sealed underground vault. Here are the UFO, it’s alien crew, and their enslaved mutants workers. The aliens have broken into the top level of the vault with their slaves and are now trying to get inside the lower level.

The bunker was guarding the entrance to a massive, self-contained underworld, now populated by carnivorous mutants and overseen by an insane computer. The computer itself could be incredibly valuable if salvaged. Of course, it doesn’t want to be taken and is willing to destroy the entire geo-front to prevent it.


The Characters and Their Setting

Crossroads is a fairly strong, thriving, diverse community.  It is mostly devoted to agriculture, but has some small manufacturing capabilities, as well as some familiarity with advanced technology. The town militia uses firearms and is able make ammunition for them. Travel is mostly by horse and wagon, but the authorities have a small fleet of hover vehicles and alcohol-fueled trucks. Crossroads is governed by an elected town council of 11. They choose a Speaker, who moderates their activities and only votes to break a tie.

Crossroads was not directly hit during the Apocalypse, but the Paso ruins due south and the Burning Sands area to the east, both were. As a result, these areas are nearly uninhabited from radioactivity. Short-term exposure to these areas (about a week) will not cause permanent damage, except in certain high rad hot spots. The Organs are a small mountain chain that divides Crossroads from the Burning Sands. The area is ruled by group of hawkman mutants, who control the pass and allow passage for a fee.

The character group is a unit of rangers that patrol, bounty hunt, and explore the surrounding wastelands. The rangers are a fraternal order, which carefully chooses its members. They are highly motivated, self-reliant individuals with a desire to protect the innocent and serve justice and order. (Not that the occasional clever, self-serving rouge doesn’t slip in.) The players should choose a name for their unit after creating their characters, along with their characters’ and unit’s backstory if they wish.

They are semi-autonomous from the local authorities. They work for them, but choose their own missions. The group is given access to firearms, ammunition, and hovercyle mounts, so long as they are operating in the public interest. Rangers have first salvage rights to artifacts found in the wasteland, but are required to report and possibly surrender said items in return for compensation. Indeed, guarding and returning these artifacts to town is one of their prime functions.

All ranger characters start with a melee weapon, a firearm and ammunition, and a hovercycle. The quality of the weapons should balance the characters who do not have a helpful mutation or some other special ability. Helpful gear may also be given out for balance purposes. Rangers also typically carry five days rations on missions, but are expected to be able to live off the land.

They have all seen the UFO fly over the mountains. The rumor of a nearby landing reached town two days later.

Tuesday, February 5, 2013

Pulp Fantasy Core RPG Adventure--Best Left Buried-NPC's and Monsters

PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.

Pulp Fantasy Core Index
Adventure Index


Bluto (Ogre)
AC: 12, no armor
HD: 4
HP: 29
Fort +6, Ref +0, Will +1
Fist Attack: +8 to hit, 2d6 + 4 damage
Also likes to Grapple

Bluto is 9ft tall and dressed in an ill-fitting Zoot suit, complete with a fedora. He also wears a neck ring with a chain attached. Fritz is usually holding the other end, until he orders Bluto to action. Afterward, Bluto returns and will hand the chain back to Fritz. He is non-verbal and seems to take little pleasure in taking orders.


Fritz (3rd level Wizard)
AC: 16, +2 Magic protection ring
HD: 3
HP: 24
Fort +1, Ref +3, Will +3
.38 Pistol: +5 to hit, 2d4 damage

Spells: DC 13, +5 Spell Check

Magic Missile 1d4 +3 (To cast +5 DC 13, Ref Sv DC 14)

Expeditious Retreat: Speed increased by 30 ft, 3 turns (To cast +5, DC 13)
Hold Portal: Holds door shut, 3 turns (To cast + 5, DC 13)

Magic Weapon: Weapon gains +1 bonus. Encounter.

Fireball Wand: 1d6 + 2 level fire damage, 20-ft. radius. RS ½ dam. 24 Charges, Activation word, “Maria.”

Teleportation Smoke Bomb: Instantly transports user and anyone touched, up to 1 mile away. Has four.

Fritz is German and always impeccably dressed in a fine, black Italian cut suit. He and his sister, Maria, were in a gypsy clan facing persecution in Germany until they were smuggled out of the country to the US. Their mother was a witch of considerable power and passed along the power and knowledge to her children. Fritz fell in a bad crowd and has joined the Magic Mob, thanks to his magic skills. He is currently a lieutenant in the organization.


Mob Goons (1st level Muscle: Mel, Wes, Tick)
AC: 11, no armor
HD: 1
HP: 10
Fort +2, Ref 0, Will 0
Brawl: +1 to hit, 1d3 + 1 damage

2 x Tommy Gunners +1 to hit, 2d8 damage, burst x 1d4
1 x Shotgun +1 to hit, 2d10 damage, 2 shots, spray


Skeletons
AC: 13, no armor
HD: 1
HP: 6
Fort +0, Ref +1, Will +2
Claw Attack: +1 to hit, 1d4 + 1 damage


Zombies
AC: 11, no armor
HD: 2
HP: 16
Fort +0, Ref -1, Will +3
Fist Attack: +2 to hit, 1d6 + 1 damage

Swarm: If two or more zombie hit the same person in the same rd, the person is considered pinned, DC 12 Str check to break.

Bite: If person is pinned, zombies bite, automatic hit, 1d4 damage

Always attack last in rd.


Digger (5th level Wizard)
AC: 14, +2 Magic Cloak (Indian design), invulnerable to non-magical weapons, can turn wearer invisible at will (cannot attack while invisible). Phobia over being set on fire. Magical fire causes damage as usual. Normal fire causes no damage. However, either will send Digger into a panic, and he will be helpless for the next rd as he tries to put it out.
HD: 5
HP: 30
Fort +1, Ref +1, Will +6

+ 2 Magic Shovel: +5 to hit, 1d10 damage + stun 1 rd, bodies buried with shovel rise the next day as zombies under command of the wielder.

Magic Missile 1d4 +3 (To cast +7 DC 13, Ref Sv DC 15)

Shield: Invisible disc gives + 4 to AC, blocks magic missiles. Encounter, (To cast +7 DC 13)
Charm Person: Makes one person your friend. 5 turns. (To cast +7 DC 13, Will Sv DC 15)

Mirror Image: Creates decoy duplicates of you (1d4 + 3 level). Last until touched or successfully attacked or Encounter/turn. (To cast +7 DC 14)

Scare:  Panics targeted creatures of less than 6 HD. All in immediate area. 5 turns (To cast +7 DC 14, Will Sv DC 15)

Fireball: 1d6 + 3 fire damage, 20-ft. radius. (To cast +7 DC 15, Ref Sv 15 ½ dam)


Okay, enough Fantasy Core and Pulp Fantasy Core for a minute.  Next up, a Mutant Future scenario.


Monday, February 4, 2013

Pulp Fantasy Core RPG Adventure--Best Left Buried-Part 4

PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.

Pulp Fantasy Core Index
Adventure Index


The Burned Bodies (1 XP)

The large passage West of the main passage contains a fairly grisly, ancient execution site. Here, warriors of Manitou’s tribe finally cornered him and after a pitch battle, subdued him. They staked out his still living body and set fire to it. His burned skeleton wears an expression of agony. There are also several other skeletons of fallen warriors littered about. None of these will reanimate as Manitou is justifiably afraid of entering this chamber. Any attempt to hold a séance (DC 12 in this case) to speak to the dead will bring up the spirit of a fallen warrior. The nameless warrior (he’s forgotten his name, it’s been so long) will not attempt any hostile actions. He can fill in any backstory about the caves. If asked about any of Manitou’s weaknesses or powers, he will mention his fear of fire.


The Gold Sarcophagus (3 XP)
It’s gold-painted, not solid gold, but it’s still very heavy. The lid is closed and the earth floor in front of the sarcophagus has been heavily disturbed. The Unexplored end of the passage has been sealed with a circular stone with hieroglyphics on it. With a proper studious reading, it could be opened into the rest the tomb. That’s not going to happen right now though.

The lid of the sarcophagus will require at least three people to move. The inside is empty of course. Digger is invisible and on the ceiling as he has heard the ruckus the party created getting there. He will attack whenever the party lets its guard down. Scare should be his opening spell choice. There are six zombies buried in front of the sarcophagus that will attack from surprise whenever Digger calls on them (perhaps not all at once). (By the way, one of them is the Sheriff.)

Digger can be defeated by killing his body with magic or magic weapons. Manitou is a different matter. A successful Exorcism attempt will force the spirit out. However, he will flee into any recently deceased (or 0 hp) body in the caves. Reanimating it, he will attack again. Jack and Sally are also possible candidates if they’re still around. All of these replacements will be vulnerable to normal attacks, but otherwise use Digger’s stats. Deprived of any more host bodies, the spirit will immediately flee into the sealed parts of the tomb, awaiting revenge. Digger will be hopelessly insane, but otherwise passive. (Add 1 XP for not actually killing Digger.)


Deeper in the Caves?
More powerful undead, such as Wights and Mummies. The library filled with magic scrolls and knowledge. Gold and artifacts most assuredly. Dangerous traps. Powerful magic items, perhaps? The Summoning chamber. Is there already a demon loose? And, of course, Manitou is lurking around.


Afterward
The rest of the caves can be explored. Manitou needs to be dealt with via a more complex exorcism ceremony. What’s already been found is quite a discovery, perhaps leading to some small fame. Of course, there’s a world of adventure out there. No reason to get tied down if you don’t want to.



Friday, February 1, 2013

Pulp Fantasy Core RPG Adventure--Best Left Buried-Part 3

PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.

Pulp Fantasy Core Index
Adventure Index


The Cave Entrance (1 XP)
There is an unnatural looking, large flat stone on a hillside another mile up the hill from the cabin. It was once covered over by a man-made landslide. The debris has since eventually worn away to re-expose the stone. It is on a hinge. When about a man-weight is placed on one end, it tips and deposits the person five feet below into a cave. The lid can be tipped (with the proper height and effort) from the inside to allow egress.

The cave leads into a narrow tunnel. There is a tripwire (DC 12 to detect), that unloads four hanging skeletons from the ceiling in front of them. They do nothing for a rd, but then attack anyone moving towards them.


The Magic Mob (2 XP)
This encounter is dependent on what happened at the shack and other factors. It’s entirely possible that the characters could have surrendered the map to the gang. The gang then simply waits for the characters to get there and let’s them go in first. The gang could instead be chasing the group there and follows them in, spoiling for a fight inside.

If the group has a hard time with the final encounter, the gang could blunder in and help take some of the heat off. (They will however, teleport off pretty quickly with any losses.) Alternately, if the group defeats Digger fairly easily, they could run right into a lethal ambush by the gang inside the cave. Try to make sure that Fritz, at least, gets away.


The Burial Crypts (2 XP)
The workers that originally built the tomb were massacred and interred in these crypts. They won’t open from the outside without some equipment, and inside there’s just a pile of bones. If left undisturbed, nothing happens past the first set of crypts, but immediately after passing the second, the crypts all open up. Five skeletons come out of the first set, four from the second, and four from the third. (Take note, there are more skeletons inside. This is just the group that initially comes out.) The problem is the narrowness of the corridor. The group is essentially blocked in. The exit is very tight, only admitting one at a time, sideways.

Once everyone is clear, the skeletons return to their crypts. They won’t attack again once Digger is dealt with.


The Statues (1 XP)
The most prominent features of this chamber are the large Egyptian style statues. You know, jackal-head, bird-head, etc. There are also a teen boy and a teen girl there. They are suspended just off the ground, bound and gagged, hanging from either of the outstretched arms of a precariously, teetering statue. Cutting the rope to free one of them, will tip over the statue and send it crashing into the other one. Either the statue must be secured first (Disarm Trap skill) or a DC 12 Reflex save to grab them out of the way (or hopefully the players will come up with something more clever). Jack and Sally are both scared out of their wits and will be unable to fight in any case. They were abducted and being held for sacrifice for Digger’s summoning ceremony. He actually told them his plans for them while tying them up.

The end of the main passage and the Unexplored Eastern passages both end in cave ins. These could be cleared in time with the proper equipment. They lead into the deeper chambers.

Superbowl Prediction

It's finally time for my stone-cold, lead-pipe, Tony Bruno would be so proud, total sour grapes, I hate both of these teams, this is probably the last season of the profession tackle football, LOCK of the century.  Bet the rent, the mortgage, the kid's college fund, your wife/girlfriend's Valentine's gift on it.

Now usually, the more nationally popular team will win the Superbowl, but fail to cover the points spread.  (Gee, I can't imagine how I came up with this theory. the Steelers.   fix. .)  So, the 49er's should win, delighting their multitude of fair weather fans.  Simultaneously, they won't cover the 3 1/2 point spread, thus ensuring the Vegas bookies are happy.

But!  Then some neanderthal, homophobe on the 49er's expressed completely unwarrented, hateful remarks on the possiblity of getting naked and showering with gay men in the locker room.  To make matters worse, a very enlightened, modern man on the Ravens has used Super Week to promote gay marriage.  Well, the referees have had to call an audible on their game plan.  Ravens win.  49er fans will all have to take sensitivity training.  And the Vegas bookies will be happy.

Oh, and the fix will be so blantant, that they'll have to lower the crowd noise on the broadcast to cover up the jeers.  Meanwhile, I'll be watching Downton Abbey.  You guys enjoy yourselves.