Showing posts with label Mutants and Mazes. Show all posts
Showing posts with label Mutants and Mazes. Show all posts

Monday, December 23, 2013

Malevolent Vestiges (Zalchis Bestiary)

Malevolent Vestige
No. Enc.: 1
Alignment: Chaotic
Movement: 200' (Immaterial/Levitation)
Armor Class: 3
Hit Dice: 8+
Attacks: 1
Damage: 2d6, or 1d4 per Round within Area of Effect
Save: F8
Morale: 6

Special:Unaffected by Charm or Sleep spells. Completely silent, they Move Silently (80%), and if that fails it is because of the reverberation of their internal psychic echoes being felt by their prey. They cannot Hide in Shadows, as they are made up of phantasmal wisps of light and energy. Darkness spells cause them damage (usually 1d6 per level of caster). Continual Darkness forces them to Save or collapse into a form of gritty residue for 1d10 hours. Every 4 points of damage they inflict allows them to drain 1 point from any Attribute for the next 8 turns. Any Attribute drained to zero will cause the victim to become undead (CON), a mindless drone (INT), a quivering host (STR), a petrified fossil (DEX), a mind-draining voidskull (WIS), or a hideous residuum (CHAR).




Broken, fractured things that were once living, thinking beings. They are mindless emotional echoes now, the lingering psychoplasmic residue of the defunct, the fallen, the extinct. Pure instinct and reflex, intuitive and irrational, these vile remnants seek out the vulnerable and the weak to consume their lifeforce. They are the appetite that remains after all else has gone. And they will devour the mind, body and soul of the unwary if given half a chance.


Intro to Zalchis | Zalchis Index | Zalchis Bestiary | Zalchis Grimoire

Player Resources: Zalchis | GM Resources: Zalchis

Wednesday, July 11, 2012

Polypous Abomination (Type VI)

"Malevolent Cnidarian beings, the warriors of the [UNTRANSLATABLE] Legions of the Third Decan of the Venefice are not to be called forth save one at a time..."
The Lexicon of Destruction
Third Edition, Expurgated
Polypous Abomination (Type VI)

No. Enc.: 1
Alignment: Undetermined
Movement: 90' (Move Freely/Levitation)
Armor Class: 5
Hit Dice: 4+2
Attacks: 2 (Slash or Pierce, +Spells)
Damage: 3d4 or 2d6, or by Spell
Save: MU 8
Morale: 11

Special: Spell-casting ability as 8th level magic-user, Regeneration (1hp/round), 1d4 random psychic abilities (each ability replaces a normal spell-slot).

Physically sessile creatures, the spawn of gargantuan, planetary-scale reef-colony-organisms that swarm and saturate the vast oceans of hundreds of watery worlds, these Polyps are only known through vague references in a few disreputable grimoires of dubious provenance.

Until only recently even the leading authorities on such matters doubted that these things even existed as anything other than the crude and incoherent imaginings of diseased minds and illiterate charlatans. That all changed with the discovery of a hither-to unregistered and un-recorded tomb-complex deep below Wermspittle. At least, preliminary surveys indicate that it is a tomb of some sorts, so the Sewer Militia has cordoned-off the immediate area and called for Ecclesiastical Support, a standard precaution in such situations, as well as for a Tactical Academic Investigation Team to go in and determine how best to deal with the situation.

It was in the twenty-third chamber that the initial discoverers, a group of Danglers and Foragers who had ostensibly been in the area looking for fungal growths or mineral outcroppings, encountered what has since been termed 'The Black Lake.' Only two of the group managed to return, neither of them intact. One of them attempted to forcibly graft portions of her sorcerously-hybridized body unto six victims before she was destroyed. The other one escaped and is presumed to be lurking in the vicinity of the tomb complex, possibly having returned to the Black Lake.

What We Know...
This particular polypous organism is extremely intelligent, sorcerously skilled, and able to slash anyone who gets within range of its tentacles to bloody ribbons in short order. But what makes these creatures profoundly more dangerous is their practice of forcibly grafting portions of their weird flesh into the wounds that they've inflicted, healing the damage and hybridizing their victims. According to certain unspecified evidence, it is accepted as proven that these things can also repair and restore the dead to a semblance of life, a horrible form of ablife. Anyone so afflicted/compromised is quickly integrated into the solitary consciousness and personality of the main entity, acting as drones or pawns.

Those forcibly hybridized by a Polypous Abomination gain a lesser form of regeneration and display a formidable capacity for rapid biological self-modification in response to stimuli, leading the Sewer Militia to take drastic measures...

Wednesday, June 27, 2012

Synthetic Soldiers (Mutant Future)

Second Order Synthetic Soldier (Infantry)
Hit Dice: 2d4 per point of CON
Mutations: Regenerative Capability II, plus 2 beneficial (any category).
Stats: Roll 4d6 discard lowest roll.

Second Order Synthetic Soldiers are highly adaptive, quick to learn from their mistakes, and born to fight. They rapidly acclimate to the prevailing environment of whatever world they are upon, enduring incredible extremes of heat, cold or worse (+4 bonus on Saves for heat and cold-based attacks/conditions). Radiation affects them at 2 class levels lower than its rating (no minimum), and they never receive extra mutations from radiation exposure. They are immune to the effects of poison and only take half damage from acids/corrosives on a failed Save.

Background
Since the discovery of the Polyphasic Pentaprism on Jorus II, the Second Order High Command has sent regiment after regiment of Synthetic Soldiers through hundreds of vortexes opened up by their Vortecticians. Some of these units establish beach-heads for full-on invasion efforts, while others are not quite so successful or lucky. Some regiments have disappeared, or been lost when the vortex closed prematurely.

Consequently, there are any number of dislocated and displaced units of Synthetic Soldiers scattered across the galaxy and beyond. A few fight to find a way back home, others seek to carve out a new life for themselves well away from the prying minds and administrative reach of their former commanding officers.

Second Order Synthetic Soldiers have been encountered on Zandreel III, Denebus V, Ain IV and a number of other worlds, moons and habitats that have been ravaged, ruined, blasted or crashed in the course of several different, parallel yet sometimes overlapping interstellar wars and hypertemporal conflicts.

New Equipment
Standard Issue Armor -- Moderate (AC 5) Night Vision, Pain Insensitivity, Selective Reflection. Powered by integrated bio-reactor. Self Repairing (treat as Regeneration, recovering 10 hit points of damage per day). Comms range of 100 miles (auto-encrypted).

Standard Issue Field Gear -- Trenching tool, Utility belt, Combat knife, 1d6 grenades (random), Gauss SMG, Laser Rifle or X-Laser Rifle.

New Mutations
Regenerative Capability II
Mutant regains 1d4 hit points per hour continuously. They can regrow severed limbs in 1d4+2 days. There is a base 30% chance that they will regenerate from the dead unless reduced to ashes.

Selective Reflection
This armor can be set to reflect one specific energy type per attack similar to how the Reflective Epidermis mutation functions (MF p.25). The armor then is impervious to that particular form of attack, but remains vulnerable to all other types of energy.


Monday, May 21, 2012

Stabber

Stabber
No. Enc.: 1d4
Alignment: n/a
Movement: 160' (Fly)
Armor Class: 6
Hit Dice: 3+3 (Gain XP as a Fighter)
Attacks: 3
Damage: 1d4+2 per attack
Save: F4
Morale: 12

Ancient fighting machines of an extinct species, Stabbers hover quietly in the darkness, patiently waiting for someone, anyone to cross a specific threshold so that they might fling themselves into battle once more.

Mindless automatons, Stabbers are machines driven by pure instinct and reflex, having been imprinted by some of the finest melee artists of a hundred worlds. Only the long ages they've languished all alone and forgotten have finally begun to degrade their internal systems ever so slightly. They need to re-learn the fine art of sword-play, to refine their once formidable technique, and to regain their mastery of the only thing they know how to do--kill things with their built-in blade.

Upon being reduced to zero hit points, a Stabber will be rendered inert for 1d4 hours, after which time it will begin to reassemble itself at a rate of 1d4 hit points per hour until it regains its full complement of hit points. Should any fragments or pieces of a seemingly destroyed Stabber be carried away from the area it is guarding, those bits and pieces will reassemble themselves into 1d4 entirely new and fully functional Stabber(s). These new-made Stabbers will hover in the air for 1d4 minutes as they attempt to reacquire their current orders. Roll on the table below.

Stabber Revised Orders Table
  1. No new orders. Return to original location.
  2. Glitch. Stabber attacks everything within 360' radius, but cannot leave this area under its own power.
  3. Stabber goes inert for 1d100 minutes. When it comes back online, re-roll.
  4. False Recognition. The Stabber mistakenly recognizes one Player Character as an Authority and will obey their telepathic commands for as long as the machine rolls a favorable CHAR reaction roll as though a henchman or retainer.
  5. Flaw in reassembly causes Stabber to attack all other Stabbers it can detect within a 1,000' radius.
  6. Stabber explodes, delivering 8d8 hit points of fire damage across a 60' radius.
  7. Berserk. Stabber attacks anything that moves, inflicting double damage on any roll of 18+ to hit.
  8. Stabber follows one person chosen at random. It is not hostile, unless attacked. It seems to be trying to study them.
  9. Stabber spirals about like a drunken killer bee, randomly attacking anything in its path.
  10. Meltdown. The outer shell of the Stabber begins to melt. It loses 1 HD and will only attack things that attack it first, with a cumulative 20% chance to explode as above (8d8 damage).
  11. The machine stops, drops to the ground. It's dead.
  12. This Stabber is disoriented. It is awaiting orders. It will do whatever the first sentient being instructs it to do without hesitation.



Monday, May 7, 2012

Rilligong (Mutant Future/Labyrinth Lord/HSE) +Paper Mini


Here are the Rilligong for use with Mutant Future / Humanspace Empires / Mythos Future / Labyrinth Lord
The Rogue Space version is in it's own post.

Badder...
Rilligong (type I)
No. Enc.: 1d4 (1d8+)
Alignment: Chaotic / Inimical
Movement: 90' (30')
Armor Class: 3 (Immunities)
Hit Dice: 10 (Regeneration)
Attacks: 2 or 1 (2swords or 1 blast: Requiers 2d4 rounds to recharge plasma cannon)
Damage: 3d6 (sword, or 6d6 plasma blast)
Save: L10 / F10
Morale: 9

Mutations/Abilities: Accumulative Resistance (poison/radiation), Reflective Epidermis (poison/radiation), Gigantism, Mental Barrier, Metaconcert, regeneration (1d4/round).

Massive, implacable alien invaders, the Rilligong shake the ground as they march towards the cities, fortresses and redoubts of each world they discover. Brutal cloned drones of a central intelligence, each individual Rilligong is hardened and sealed against telepathy, empathy and most forms of perceptual manipulation (treat as See Invisible and immunity to illusions). An armored implant within their spherical brains links each of them to a closed-circuit telepathic hierarchical network of encrypted communication that extends beyond solar system level, possibly farther--no one has been able to find out any details yet.

There are rumors of other Rilligong units having taken to the field, but nothing has been reliably confirmed at this time.

Friday, December 16, 2011

Lone Survivors: Table I

Lone Survivors of Previous Expeditions (D10)
  1. Joramindre, Rhinocerenary [AL N, MV 90', AC 4, HD 4+1, #ATK 1 (gore, spell or weapon), DG 2d4+Trample, or by spell or weapon , SV F5, ML 4] Joramindre is a mercenary. He was hired to serve as back-up muscle for a party that got wiped out by a wicked, wicked trap that he only just escaped. His left flank is ragged with a series of regularly-spaced wounds that look like the work of a lot of very sharp blades descending all at once, with extreme prejudice.
  2. Barm 11-23, Urglun [AL C, MV 90', AC 4, HD 2+1, #AT 1, DG 1d8, SV F2, ML 10] Something happened. Something bad. Bright. Bright and bad. Very bad. A shock of some sort has awakened a crude form of sentience within the brain of this homunculi and it is still trying to process just what it means to be capable of independent thought for the first time in its existence. It is in shock.
  3. Padasha Greenfinger, Gronk (Dissenting Malcontent) [AL N, MV 40', AC 5, HD 4, #ATK 1 (Mace), DG 1d6+1, SV F4, ML 4] Padasha Greenfinger speaks of itself in third person and picks its over-sized nose in public, often while conversing with others. It is a deserter from the great Gronk Army. This Gronk has taken heavy damage to its brain-case and is slightly delusional, but far more tractable than a typical Gronk. He is on a one-Gronk mission to bring down Gronk Central Command.
  4. Glood, Koponu 'Living Torchette' [AL C, MV 40', AC 7, HD 1, #ATK 1 +slime, DG 1d4 +poison, SV 0-level human, ML 3] Glood is down to 3 hit points and wants desperately to go home. He was originally serving as a living torchette for a party that was ambushed from behind by masked hybrid warriors who were hunting around for body-parts to sell to the grafters in one of the caravans passing through this area.
  5. Boj, Liboorean Acephali warrior [AL C, MV 10', AC 8, HD 1, #ATK 1, DG 1d4 or by weapon, SV F1, ML 6] Boj is now blind in one eye and his left leg is partly turned to stone. His movement is reduced to 10'. He remembers getting ambushed by some sort of chicken-thing. It turned his leg to stone. He hates chickens.
  6. Jalm, Pseudohuman merchant [AL L, MV 90', AC 5, HD 2, #ATK 1 (Light crossbow), DG 2d4+2,  SV F3, ML 12] Jalm is unharmed, not even dirty, but they survived the complete massacre of their own group of explorers who were poking about in this place...
  7. Daldrea, Jaladari Trinket-Seller [AL C, MV 160', AC 5, HD 4, #ATK 3 (weapon or spell), DG 1d6+1 or by spell, SV F4, ML 6] Daldrea has lost one of her arms, her Umbra-Blade, and most of her stock of trinkets and charms. What weapons she has, she scavenged from the corpses of her companions and bodyguards. Her group were simple merchants who took shelter here during a storm only to be set upon by a band of roving Onager-folk who butchered them in the night without warning. She has 1d6 random charms hidden in the folds of her robes that she will attempt to use to bargain for some assistance.
  8. Rutius, Marmot Scribe [AL N, MV 120', AC 7, HD 2, #ATK 2 (Bite or weapon), DG 1d6 or by weapon, SV F2, ML 3] Severely wounded, Rutius can only barely keep his pet Blatherer Yildimere in its bent and partly broken cage.
  9. Jalajamadal, Human thief [AL N, MV 120', AC 6, HD 2, #ATK 1 (Sabre), DG 1d6+1, SV F2, ML 8] Horribly wounded, bleeding profusely, Jalajamadal stumbles in front of your party, delirious and on the very verge of death. If saved, he knows the location of a cache of loot left from his previous party.
  10. Vug, Scrapmonger [AL C, MV 120', AC 5, HD 2, #AT 1 (sword), DG 1d6, SV F3, ML 9] Unconscious but breathing, this masked hybrid (goatish features, hooves instead of feet, haunches, otherwise reasonably almost-human) lies atop a mound of dead bodies, mostly insect-things that have been chopped to bits and pieces. He is poisoned and requires a lot of medical care, or else he will expire. Rescuing this creature will cause the other Scrapmongers in the area to hold off on killing your group outright and could open the doors to some form of negotiation or exchange.

Wednesday, November 30, 2011

Xilmpa

Xilmpa
No. Enc.: 1d4 (6d6)
Alignment: Chaotic
Movement: 30' (10')
          Swim: 60' (30')
Armor Class: 0
Hit Dice: 2d8
Attacks: 3 (claw or weapon/tail bash, bite)
Damage: 1d6/1d6/3d4
Save: Special (F4 plus Hit Dice, i.e. 8 HD=save as F12)
Morale: 12


Mutations: Radiation Metabolism, Consume Isotopes, Reflective Epidermis (Base 50% chance of 1d4 additional random mutations)
...voracious predators known to devour entire villages. Ponderous, implacable beings, the Xilmpa will stop at nothing once they are stirred to war, or when their bizarre hungers are aroused...

Xilmpa are huge, hulking, brutish crocodilian warrior-amazons with a taste for uranium. They have lain waste to vast tracts of land, destroyed countless castles or citadels, and enslaved thousands of their opponents in order to have them mine the mineral that they crave above all else and despite the terrible effects their depredations inflict upon the land and the native populace.

Xilmpa are immune to any/all fear, confusion or suggestion effects. Likewise they are not only resistant to radiation, they derive sustenance and physical power from radioactive substances such as uranium. It is unclear what, if any effect plutonium, neptunium or other, similar isotopes might have on Xilmpa metabolisms. But they will certainly kill hundreds of slaves in order to try out such mineral delicacies.

Crannit (Zalchis)

Crannit
No. Enc.: 1d4
Alignment: Chaotic
Movement: 30' (90' directed levitation)
Armor Class: 2
Hit Dice: 8
Attacks: 2 (weapon, spells)
Damage: 2d6, weapon
Save: F7 / L7
Morale: 7

Bizarre pseudo-crustacean-like perpetually-levitating beings who inhabit a spectrum of closely resonant planes, the Crannit are patient observers of myriad alternative cosmoses and adjacent universes who know many strange secrets. Each Crannit consciously occupies up to a dozen planes at once, but no two Crannits occupy all the exact same planes as any other. Their senses and perceptions extend across even more planes than they can physically interact with, thus they are very gifted oracles, seers, diviners and prognosticators.

The typical crannit prefers to dwell within places of intense magical energies, such as around Ley-line junctions, sacred sites, ruined temples, abandoned wizard's towers, etc. Crannits are uncannily aware of all manner of energies in their vicinity, their independently mobile eye-stalks can observe matters of interest upon two different planes simultaneously and they automatically Detect Alignment, Detect Lie, Detect Magic, Know Alignment, Read Magic, See Invisible, and will always know when someone is preparing to cast a spell in their immediate vicinity. They also can Plane Shift 3x a day at will, but for some reason they dislike to discuss crannits cannot use Dispel Magic. Ever. They also dislike resorting to Charms or other such coercive magics to get their way. But if they are confronted with no good alternative, they will do so and cope with the shame and revulsion later. Magic trumps morality with the crannit. Every time.

Crannits cast spells of any type or sort as though they were 8th level. They seek out all sorts of arcane lore and knowledge and will gladly exchange spells, trade scrolls, or discuss magical manners with anyone at any time. However, a crannit will attack anyone who seeks to deny it access to some bit of magic that it knows that they are not voluntarily sharing or trading. They can also use any magic item, armor, weapon or device except one that involves the active dispelling of magic.

Crannits also have the ability to digest or imprint spells from scrolls that they are directly observing, meaning that they can remove a spell off of a scroll and replace it with another spell that they know.


Saturday, September 10, 2011

September Short Adventure 10: Pounding Sand

Preamble
A September of Short Adventuresis an OSR Challenge initiated by Matt over at the Asshat Paladinsblog. You can click on the Moustache Dragon over on the right-handside-bar (just above Features) to learn more about all of this stufffrom Matt directly. All of our 25 (possibly more...) entries areformatted along the lines of what Matt calls the Get Ready, GetSet, Go! format. In a nut-shell, this approach breaks eachadventure into a Title, Three escalating sections of adventuredetails (the Ready section is limited to an elevator pitch only 2sentences...), and a final catch-all section for any NPC notes/stats.The idea is to keep it short, simple, easy to read without any maps,drawings, diagrams or 8X10 glossies. Keep description to a minimum,avoid lengthy exposition, and no casts of thousands -- unless it's aninvading horde of three-eyed orcs or goblins riding purple wombats.

We're also going to aim to keep thingsgeneric, setting agnostic and thus portable or adaptable to anycampaign/setting using the particular rules-set we'll be using in anygiven September Short Adventure such as Mutant Future,Labyrinth Lord, Swords & Wizardry (White Box), etc.

FreeRules
Labyrinth Lord:http://www.goblinoidgames.com/labyrinthlord.html
Mutant Future:http://www.goblinoidgames.com/mutantfuture.html
Swords and Wizardry (White Box):http://www.swordsandwizardry.com/whitebox.htm
SeptemberShort Adventure Number 10
Title: Pounding Sand
Rules: Mutant Future

Ready
The Player Characters have reached asandy shoreline running along a sizable body of water, perhaps a lakeor even a small in-land sea.

Set
A small group of colorfully-dressedEloi (MF p. 70) arevery intently walking in formation across a stretch of sand, just upfrom the low-water mark, pounding it with rough wooden poles. Theyare looking for something in the sand...and they do not seem tonotice the PCs if they choose to approach.

Go!
If the PCs decide to investigate theEloi and what they're doing, they will pass through a carefullytended hedge that borders the sandy stretch leading up from theshoreline itself. The hedge is cut into a bewildering array oftopiary-shapes as though designed by a madman.

The Eloi will not acknowledge the PCsunless or until one or more of the PCs come onto the sand in theimmediate vicinity of the Eloi. Then they will stop all at once andturn to face the PCs with a collective, glassy stare that makes mostplayers uneasy.

There is a large Brain Plant (MFp. 64) carefully hidden within the topiary-hedge. It istelepathically directing and influencing the Eloi who serve it theway they tend to serve anything that orders them about.

The Eloi have been pounding the sandwith poles in search of Vampire Stars (MFp. 100). The Brain Plant has strange plans for how todomesticate or possibly meddle with the genetics of these mutatedstarfish...

There is a 30% chance that any PCwalking across the sand will disturb a Vampire Star colony...the Eloiwill cheerfully remove the Vampire Stars from the PC as it will maketheir task that much easier.

The Brain Plant will not be inclined toreveal itself to the PCs and will direct the Eloi to get rid of themat the first opportunity.

Notes / NPCs
Eloi Slaves (3d6) [AL N, MV 120'(40'), AC 9, HD 3, #ATK 1 (weapon), DG 1d4, SV L1, ML 4, Mutations:Atrophied Cerebellum, Weak Will] (MFp. 70)

Brain Plant (1) [AL N, MV (asmutation), AC 8, HD 3, #ATK (as mutation), DG (as mutation), SV L10,ML 10, Mutations: Empathy, Metaconcert, 1d6 Mental Mutations and 1d4Plant Mutations] (MF p.64)

Vampire Stars (2d10) [AL C, MV20' (7'), AC 8, HD 1, #ATK 1 (bite), DG 1d6, SV L1, ML 12, Mutations:Toxic Weapon] (MF p.100)




Thursday, September 8, 2011

September Short Adventures 8: Tail of the Serpent

Preamble
A September of Short Adventuresis an OSR Challenge initiated by Matt over at the Asshat Paladinsblog. You can click on the Moustache Dragon over on the right-handside-bar (just above Features) to learn more about all of this stufffrom Matt directly. All of our 25 (possibly more...) entries areformatted along the lines of what Matt calls the Get Ready, GetSet, Go! format. In a nut-shell, this approach breaks eachadventure into a Title, Three escalating sections of adventuredetails (the Ready section is limited to an elevator pitch only 2sentences...), and a final catch-all section for any NPC notes/stats.The idea is to keep it short, simple, easy to read without any maps,drawings, diagrams or 8X10 glossies. Keep description to a minimum,avoid lengthy exposition, and no casts of thousands -- unless it's aninvading horde of three-eyed orcs or goblins riding purple wombats.

We're also going to aim to keep thingsgeneric, setting agnostic and thus portable or adaptable to anycampaign/setting using the particular rules-set we'll be using in anygiven September Short Adventure such as Mutant Future,Labyrinth Lord, Swords & Wizardry (White Box), etc.

FreeRules
Labyrinth Lord:http://www.goblinoidgames.com/labyrinthlord.html
Mutant Future:http://www.goblinoidgames.com/mutantfuture.html
Swords and Wizardry (White Box):http://www.swordsandwizardry.com/whitebox.htm
SeptemberShort Adventure Number 8
Title: Tail of the Serpent
Rules: Mutant Future

Ready
The Player Characters are travelingacross a rocky area with only sparse bits of nasty, meat-eatingvegetation to break the monotony. Then they spot the huge serpentinetail jutting out from some animal's former den – it's a GiantRattler (MF p. 96-97).

Set
The ten-foot long Giant Rattler hasjust feasted on the former inhabitants of the rocky den that it isnow wedged firmly into and can't get out of. Of course, right now theGiant Rattler is feeling torpid after such a hearty meal.

Go!
The PCs hear the muffled sounds of ababy crying. It's coming from inside the animal den.

If they stop to investigate thesituation at this point, they will also hear another voice cryingfaintly coming from behind some rocks where the PCs will find afemale Encephalized Coyote (MFp. 68).

She is the mother of the pup-kids sheleft in that burrowed-out den and lies propped against the rocks. Herleft leg is broken and she is dying from numerous snake-bites. Sheasks the PCs for help. “Please save my child!” she begs thembefore passing out.

Whether or not the mother lives or diesis up to the PCs, as is the fate of the baby Coyote-person trapped inthe den.

The Giant Rattler will remain lodged inthe den entrance for a couple of hours before it either finishes offthe last of the pup-kids or withdraws and heads for its own nest.

Notes / NPCs
Giant Rattler (1) [AL N, MV 120'(40'), AC 5, HD 4, #ATK 2 (bite), DG 1d4+poison, SV L2, ML 8,Mutations: Gigantism] (MFp. 96-97)

Encephalized Coyote (mother) (1)[AL C, MV 150' (50'), AC 6, HD 3, #ATK 1 (bite or weapon), DG 1d6 orweapon, SV L13, ML 9, Mutations: Aberrant Form, Teleport] (MFp.68) Note:she is currently at -4 hit points, going into shock and injected witha lot of Class 12 poison in her bloodstream.

Encephalized Coyote (baby) (1)[AL C, MV 10' (5'), AC 10, HD 1, #ATK 1 (bite), DG 1d2, SV L1, ML 2,Mutations: Aberrant Form] Note: The child will develop theability to Teleport as she gets older, if she survives...



Wednesday, September 7, 2011

September Short Adventures 7: Run You Fools

Preamble
A September of Short Adventuresis an OSR Challenge initiated by Matt over at the Asshat Paladinsblog. You can click on the Moustache Dragon over on the right-handside-bar (just above Features) to learn more about all of this stufffrom Matt directly. All of our 25 (possibly more...) entries areformatted along the lines of what Matt calls the Get Ready, GetSet, Go! format. In a nut-shell, this approach breaks eachadventure into a Title, Three escalating sections of adventuredetails (the Ready section is limited to an elevator pitch only 2sentences...), and a final catch-all section for any NPC notes/stats.The idea is to keep it short, simple, easy to read without any maps,drawings, diagrams or 8X10 glossies. Keep description to a minimum,avoid lengthy exposition, and no casts of thousands -- unless it's aninvading horde of three-eyed orcs or goblins riding purple wombats.

We're also going to aim to keep thingsgeneric, setting agnostic and thus portable or adaptable to anycampaign/setting using the particular rules-set we'll be using in anygiven September Short Adventure such as Mutant Future,Labyrinth Lord, Swords & Wizardry (White Box), etc.

FreeRules
Labyrinth Lord:http://www.goblinoidgames.com/labyrinthlord.html
Mutant Future:http://www.goblinoidgames.com/mutantfuture.html
Swords and Wizardry (White Box):http://www.swordsandwizardry.com/whitebox.htm
SeptemberShort Adventure Number 7
Title: Run You Fools!
Rules: Mutant Future

Ready
The Player Characters are back out in adeep, dark forest out past anyone's claimed lands. They hear aterrible thrashing in the underbrush--

Set
--and a bloodied and seriously woundedadventurer tears through the brush right at them, dragging along thestill twitching corpse of a Vile Slasher (MFp. 100).

“Run You Fools!” He bellows loudlyas he hurries past them...

Go!
Pause for one full minute then roll tosee how many adult Vile Slashers and/or adolescent Vile Slashers comechasing after that lone survivor.

Oh, and for added fun, there's also areally P.O.ed Mate of the deceased Vile Slasher that might now behunting after that guy and they will kill any and everything thatstands between them and their prey...

Notes / NPCs
Vile Slasher (Adults) (1d4) [ALC, MV 180' (60'), AC 3, HD 12, #ATK 4 (2 claws, tail, bite), DG1d8/1d8/1d6/2d6, SV L9, ML 12, Mutations: Natural Armor] (MFp.98)

Vile Slasher (Adolescents)(1d4+2) [AL C, MV 90' (40'), AC 3, HD 12, #ATK 3 (2 claws, bite), DG1d4/1d4/1d6, SV L6, ML 12, Mutations: Natural Armor] (MFp.98)

Vile Slasher (Berserk Mate) (1)[AL C, MV 220' (80'), AC 3, HD14, #ATK 4 (2 claws, tail, bite), DG2d8/2d8/2d6/4d6 (all of it double damage), SV L9, ML 12, Mutations:Natural Armor] This enraged beast will need to bereduced into the negative numbers range before it will give up itsattempt to kill those who slew its mate...

Tuesday, September 6, 2011

September Short Adventure 6: Cold Storage

Preamble
A September of Short Adventuresis an OSR Challenge initiated by Matt over at the Asshat Paladinsblog. You can click on the Moustache Dragon over on the right-handside-bar (just above Features) to learn more about all of this stufffrom Matt directly. All of our 25 (possibly more...) entries areformatted along the lines of what Matt calls the Get Ready, GetSet, Go! format. In a nut-shell, this approach breaks eachadventure into a Title, Three escalating sections of adventuredetails (the Ready section is limited to an elevator pitch only 2sentences...), and a final catch-all section for any NPC notes/stats.The idea is to keep it short, simple, easy to read without any maps,drawings, diagrams or 8X10 glossies. Keep description to a minimum,avoid lengthy exposition, and no casts of thousands -- unless it's aninvading horde of three-eyed orcs or goblins riding purple wombats.

We're also going to aim to keep thingsgeneric, setting agnostic and thus portable or adaptable to anycampaign/setting using the particular rules-set we'll be using in anygiven September Short Adventure such as Mutant Future,Labyrinth Lord, Swords & Wizardry (White Box), etc.

FreeRules
Labyrinth Lord:http://www.goblinoidgames.com/labyrinthlord.html
Mutant Future:http://www.goblinoidgames.com/mutantfuture.html
Swords and Wizardry (White Box):http://www.swordsandwizardry.com/whitebox.htm
SeptemberShort Adventure Number 6
Title: Cold Storage
Rules: Mutant Future

Ready
The Player Characters are exploringsome old tunnels and caves that lead right underneath a strangevillage that uses a peculiar blue or white fly as their motif ortotem.

Set
The characters have just discovered alarge chamber directly beneath the strange village. It is colder thannormal and if they continue onward into the heart of this smallcomplex there are whole slaughtered pigs, sides of beef, and hundredsof pounds of expertly cleaned and strung-up game and other meats seton hooks dangling from a set of chains that criss-cross the chamberabout 10' above the floor. Everything in here has a thin crust of iceover it.

Go!
This is the villagers' cold storagearea and it is maintained by a swarm of Vomit Flies (MFp. 101).
The Vomit Flies are well aware of anyintruders, but have learned to wait and let such creatures enter asfar as possible before attacking them from ambush from above.

There is only a half-normal chance tospot the Vomit Flies up above as they are obscured by the swirlingmist given off by everything in these cold caves.

Once the Vomit Flies attack there is abase 30% chance of either some Meat Tenders or Fly Tenders coming tocheck on what's going on down there. The odds increase by 10% eachturn of combat or struggle.

In the event that someone warns thevillagers up above, a contingent of Mant Mercenaries will be sentdown to deal with things.

Notes / NPCs
Vomit Flies (6d6) [AL N, MV 150'(50'), AC 5, HD 4, #ATK 1 (bite or vomit), DG 1d10 or 4d6 colddamage, SV L 3, ML 8, Mutations: Energy Ray, Reflective Epidermis(cold), Gigantism.] (MF p.98)

Meat Tenders (1d6) [Humans AL C,MV 90' (30'), AC 7, HD 12, #ATK 1 (cleaver), DG 1d8, SV L4, ML 7]

Fly Tenders (1d6)[Human-Insectoid Hybrids AL C, MV 120' (40'), AC 6, HD 6, #ATK 1(bite or butcher knife or vomit), DG 1d6/1b8/2d6 cold damage, SV L3,ML 10, Mutations: Aberrant Form (Insect body parts), Energy Ray,Reflective Epidermis (cold), Thermal Vision, Increased Sense (touch),50% chance of an additional 1d2 Physical Mutations or 1d2 MentalMutations]

Mant Mercenaries (4d4) [AL C, MV120' (40'), AC 5, HD 7, #ATK 3 (2 claws, bite or weapon), DG1d8/1d8/2d8 or by weapon, SV L9, ML 11, Mutations: 1d4 MentalMutations] (MF p. 82)



Monday, September 5, 2011

September Short Adventure 5: Indelicate Indiscretions

Preamble
A September of Short Adventuresis an OSR Challenge initiated by Matt over at the Asshat Paladinsblog. You can click on the Moustache Dragon over on the right-handside-bar (just above Features) to learn more about all of this stufffrom Matt directly. All of our 25 (possibly more...) entries areformatted along the lines of what Matt calls the Get Ready, GetSet, Go! format. In a nut-shell, this approach breaks eachadventure into a Title, Three escalating sections of adventuredetails (the Ready section is limited to an elevator pitch only 2sentences...), and a final catch-all section for any NPC notes/stats.The idea is to keep it short, simple, easy to read without any maps,drawings, diagrams or 8X10 glossies. Keep description to a minimum,avoid lengthy exposition, and no casts of thousands -- unless it's aninvading horde of three-eyed orcs or goblins riding purple wombats.

We're also going to aim to keep thingsgeneric, setting agnostic and thus portable or adaptable to anycampaign/setting using the particular rules-set we'll be using in anygiven September Short Adventure such as Mutant Future,Labyrinth Lord, Swords & Wizardry (White Box), etc.

FreeRules
Labyrinth Lord:http://www.goblinoidgames.com/labyrinthlord.html
Mutant Future:http://www.goblinoidgames.com/mutantfuture.html
Swords and Wizardry (White Box):http://www.swordsandwizardry.com/whitebox.htm
SeptemberShort Adventure Number 5
Title: Indelicate Indiscretions
Rules: Mutant Future

Ready
The Player Characters have alreadyencountered Old Man Gomphrey and dealt with the village of the Mold Gatherers. Now they get to meet Gomphrey's ex-wife...and not so loving offspring...


Set
This scenario lurks at the periphery ofeverything like a landmine until certain conditions are met; namelythey are in a village and mention Gomphrey by name or attempt to sellhis hootch to the locals.

Go!
A squat, thick-veined woman withunkempt leafy-hair (actually a Sporer,see MF p.98)comes barreling out of the crowd or across the tavern floor to demandto know where the PCs got the hootch, or where they ran across thatno good, lying, cheating, rascal Gomphrey. None of her sons ordaughters have a real name yet because Gomphrey abandoned her severalwinters ago. (Darryl is the black sheep of the lot because he namedhimself, which they all think is uppity and just plain wrong.)

If a fight breaks out before Nutishacan be calmed down and the PCs begin to explain themselves, her children will burst into the tavern or jump out of the crowd andattempt to sneak-attack those bad people assaulting their mother.

Should the PCs and Nutisha insteadengage in a conversation discussing Gomphrey's whereabouts andcurrent disposition, the kids will stay in their respective places ofconcealment and keep an eye on things for any signs of trouble.

If Nutisha is grievously injured orkilled, the kids will seek to avenge her, the sons either trying toambush the PCs or lead them into a tap, the daughters trying to usetheir feminine wiles to distract them so that the others can get thejump on them.

If Gomphrey ever finds out that hisoffspring were injured or killed by the PCs he will drive them off ofhis property and never deal with them again, except to kill them ifthey trespass.

If they kill his ex-wife, he will shedone tear then set them up with free drinks from his special reservestock.

If they sell the old man out to hisex...the old house will be taken-over by Nutisha and her brood andGomphrey will be gone. Again. He'll not be very appreciative of thePCs role in helping her evict him.

The plants will serve Gomphrey'soffspring just as if they were him and seem to ignore theex-wife for some reason.

Notes / NPCs
Nutisha [Sporer, AL N, MV 120'(40'), AC 4 (reinforced mold-leather), HD 8, #ATK 1 (claw, or weapon,or spores), DG 1d6, as weapon, special, SV L 5, ML 8, Mutations:Hallucinogenic Spores, Irritant Spores, Sleep Spores, Free Movement]She has a CHAR of 15 for reaction purposes. (MFp.98)

Sons Number One to Six (1d6)[Hybrid Human-Plant AL C, MV 120' (40'), AC 7, HD 3, #ATK 1 (bite orspores), DG 1d4, special, SV L1, ML 7, Mutations: Aberrant Form (seeGomphrey), Thermal Vision, Increased Sense (taste), Toxic Weapon (picktwo of Mother's Spore-attacks), 1d4 Mental Mutations]

Sons Number Eight to Thirteen(1d6) [Hybrid Human-Plant AL C, MV 120' (40'), AC 7, HD 3, #ATK 1(bite or spores), DG 1d4, special, SV L1, ML 7, Mutations: AberrantForm (see Gomphrey), Thermal Vision, Increased Sense (taste), ToxicWeapon (pick one of Mother's Spore-attacks), 1d4 Physical Mutations]

The Daughters (1d4) [HybridHuman-Plant AL C, MV 120' (40'), AC 7, HD 3, #ATK 1 (bite or spores),DG 1d4, special, SV L1, ML 7, Mutations: Aberrant Form (seeGomphrey), Thermal Vision, Increased Sense (taste), Toxic Weapon(inherited all of Mother's Spore-attacks), 1d2 PhysicalMutations, 1d2 Mental Mutations]

Bonus
Darryl the Black Sheep (Seventh Son)(1) [Hybrid Human-Plant AL C, MV 120' (40'), AC 7, HD 3, #ATK 1 (biteor spores), DG 1d4, special, SV L1, ML 7, Mutations: Aberrant Form(see Gomphrey), Thermal Vision, Increased Sense (taste), 1d4 PhysicalMutations] This son looks like the spitting image of Gomphrey himselfand has a heightened plant-focused Empathy just like his not so dearold dad...

Darrylmay or may not be present for all this. He's not on good terms withhis mother or his siblings and could easily side with the PCs if itstruck his fancy...


Sunday, September 4, 2011

September Short Adventure 4: Dangling Varmint

Preamble
A September of Short Adventuresis an OSR Challenge initiated by Matt over at the Asshat Paladinsblog. You can click on the Moustache Dragon over on the right-handside-bar (just above Features) to learn more about all of this stufffrom Matt directly. All of our 25 (possibly more...) entries areformatted along the lines of what Matt calls the Get Ready, GetSet, Go! format. In a nut-shell, this approach breaks eachadventure into a Title, Three escalating sections of adventuredetails (the Ready section is limited to an elevator pitch only 2sentences...), and a final catch-all section for any NPC notes/stats.The idea is to keep it short, simple, easy to read without any maps,drawings, diagrams or 8X10 glossies. Keep description to a minimum,avoid lengthy exposition, and no casts of thousands -- unless it's aninvading horde of three-eyed orcs or goblins riding purple wombats.

We're also going to aim to keep thingsgeneric, setting agnostic and thus portable or adaptable to anycampaign/setting using the particular rules-set we'll be using in anygiven September Short Adventure such as Mutant Future,Labyrinth Lord, Swords & Wizardry (White Box), etc.

FreeRules
Labyrinth Lord:http://www.goblinoidgames.com/labyrinthlord.html
Mutant Future:http://www.goblinoidgames.com/mutantfuture.html
Swords and Wizardry (White Box):http://www.swordsandwizardry.com/whitebox.htm
SeptemberShort Adventure Number 4
Title: Dangling Varmint
Rules: Mutant Future

Ready
The Player Characters are in thewilderness, or at least out in the forest, probably hunting andgathering since they do like to eat and winter is coming on fast. Itwas going great, they're loaded down with so much prime field-dressedmeat that they're having to drag it along on a travois or sled behindthem as they return to camp or the village.

Set
A shrill hissing noise erupts from thetrees along one side of the hunting group, followed by a lot ofgrowling and the sounds of something struggling.

There's a Giant Weasel hanging 12' offof the ground in a wire-snare.

Go!
The pelt on this giant weasel istempting in and of itself. If the creature can be subdued, it couldbe trained as a guard-beast, potentially. The meat is also verysucculent and would go over very well back at the camp/village.

Getting too close to the thrashingGiant Weasel will result in it clawing for double its normal damage(4d4 instead of 2d4).

There are other wire-snares scatteredin this area. GM can randomly assign odds of stepping into one.

Trapper Jack will be by in 1d20 hoursto check on his traps and to cut down anything caught in a snare,including the bodies of adventurers which certain villages pay goodmoney for...

Notes / NPCs
Trapper Jack [Mutant Human, ALC, MV 90' (30'), AC 4, HD 13, #ATK 1 (modified carbine), DG 1d8, SV L6, ML 11, Mutations: Natural Armor, Night Vision, ReflectiveEpidermis]
Weasel, Giant (1) [AL N, MV 150'(50'), AC 7, HD 4+4, #ATK 1 (bite), DG 2d4, SV L3, ML 8 (-2 oncereleased), Mutations: Gigantism, Thermal Vision, Increased Sense(smell)] (MF p. 102)
Trap: Wire-Snare (1d4) [Make DEXcheck or suffer 1d4 damage and be hoisted into the air. A typicalwire-snare can support up to 800 pounds of dead weight. Those caughtsuffer 1d4 damage per turn from the wire cutting into their flesh andthe effects of being suspended upside down for an extended period oftime.]


Saturday, September 3, 2011

September Short Adventure 3: Gathering Mold

Preamble
A September of Short Adventuresis an OSR Challenge initiated by Matt over at the Asshat Paladinsblog. You can click on the Moustache Dragon over on the right-handside-bar (just above Features) to learn more about all of this stufffrom Matt directly. All of our 25 (possibly more...) entries areformatted along the lines of what Matt calls the Get Ready, GetSet, Go! format. In a nut-shell, this approach breaks eachadventure into a Title, Three escalating sections of adventuredetails (the Ready section is limited to an elevator pitch only 2sentences...), and a final catch-all section for any NPC notes/stats.The idea is to keep it short, simple, easy to read without any maps,drawings, diagrams or 8X10 glossies. Keep description to a minimum,avoid lengthy exposition, and no casts of thousands -- unless it's aninvading horde of three-eyed orcs or goblins riding purple wombats.

We're also going to aim to keep thingsgeneric, setting agnostic and thus portable or adaptable to anycampaign/setting using the particular rules-set we'll be using in anygiven September Short Adventure such as Mutant Future,Labyrinth Lord, Swords & Wizardry (White Box), etc.

FreeRules
Labyrinth Lord:http://www.goblinoidgames.com/labyrinthlord.html
Mutant Future:http://www.goblinoidgames.com/mutantfuture.html
Swords and Wizardry (White Box):http://www.swordsandwizardry.com/whitebox.htm

SeptemberShort Adventure Number 3
Title: Gathering Mold
Rules: Mutant Future

Ready
The Player Characters have arrived in asqualid little village of mostly minor mutants and their hybridoffspring that teeters dangerously on the edge of starvation. Theyonly have one industry in this place and they desperately need helpgetting things moving again, before they lose their contract with theWarlord's Quartermaster and have no money for the coming winter.

Set
This village is a tightly heldstrategic secret that the Warlord's forces would rather no one elseknew about. Their one industry is the production of specially treated'leather' that repels acid, resists decay and is used extensively inthe manufacture of armor for the Warlord's infantry and other forces.

The village only remains free due to anunderstanding between the Meister and the Warlord. The village'sMeister was once one of the Warlord's most trusted henchmen, butafter a particularly bad encounter with a band of Mants he was lefthere to recover from his terrible wounds. In the course of hisrecovery he discovered the secret of this place and attempted tobargain with the Warlord in order to regain his former status only tobe relegated to overseeing this dismal collection of hovels clusteredaround some caves and a sinkhole.

Go!
Mants have broken into the cavernsbeneath the village and the burrowing insectoid raiders have cut-offall access to the mold-caves. The 'leather' produced in this villageis harvested from the older patches of mutated violet-speckled moldthat have been cultivated and maintained in secret for generations inthe cool caves below this place.

The village has a contractualobligation to deliver 100 suits of 'leather' armor to the Warlord'sQuartermaster at every Equinox. The current harvest was only half-waycompleted before the Mants invaded. If the Mants can be cleared soon,and production resumes immediately, there is still a chance that thevillage can deliver on the contract and not forfeit their freedom andbecome a military reservation where all those who know the secret ofthis place are enslaved and imprisoned for life.

The Meister is desperately in need ofsome good fighters. His small group of guards are mostly up in themountains hunting big game and won't be back for at least two moreweeks. He has just enough guards on-hand to hold off the Mants, butnone to spare for clearing them out of the caves and cellars. He isin a mood to strike a deal with the PCs, and should they succeed, hewill be very grateful indeed, as he will be executed for incompetenceif he survives and fails to protect the village from the Mants ormisses the deadline. The Warlord's Quartermaster is an unforgivingsort of person...

The Mants have to be wiped out beforethey can destroy the mold-colonies, or worse take the secret of themold-leather out into the world at large. Thankfully, this group ofMants are only an advance scouting-group. But if even only one Mantescapes it will spell doom for the village as it will lead back anarmy of the things in under three days time.

Notes / NPCs
Meister [Mutant Human, AL L, MV90' (30'), AC 4, HD 16, #ATK 1, DG 1d8, SV L 7, ML 8]
Mant Scout (1d4) [AL C, MV 160'(60'), AC 8, HD 4, #ATK 2 (2 claws or 1 bite/1 claw or 2 weapons), DG1d6/2d6 or by weapon, SV L5, ML 9, Mutations: 1d2 Mental Mutations](See link)
Mant Warrior (2d4) [AL C, MV120' (40'), AC 5, HD 7, #ATK 3 (2 claws, bite or weapon), DG1d8/1d8/2d8 or by weapon, SV L9, ML 11, Mutations: 1d4 MentalMutations] (MF p. 82)
Mant Freak (1) [AL C, MV 120'(40'), AC 5, HD 7, #ATK 3 (2 claws, bite or weapon), DG 1d8/1d8/2d8or by weapon, SV L9, ML 11, Mutations: 1d4 Physical Mutations] (Seelink)
Mant Esper (1) [AL C, MV 90', AC9, HD 4, #ATK 1 (bite or Mindblast/other psychic attack), DG2d4/special, SV L3, ML 7, Mutations: 1d6 Mental Mutations] (SeeLink)

Note: Feel free to increase thenumber of Warriors, Freaks or Espers if the PC-party is moreadvanced/powerful...


Friday, September 2, 2011

September Short Adventure 2: Gomphrey's Still

Preamble
A September of Short Adventuresis an OSR Challenge initiated by Matt over at the Asshat Paladinsblog. You can click on the Moustache Dragon over on the right-handside-bar (just above Features) to learn more about all of this stufffrom Matt directly. All of our 25 (possibly more...) entries areformatted along the lines of what Matt calls the Get Ready, GetSet, Go! format. In a nut-shell, this approach breaks eachadventure into a Title, Three escalating sections of adventuredetails (the Ready section is limited to an elevator pitch only 2sentences...), and a final catch-all section for any NPC notes/stats.The idea is to keep it short, simple, easy to read without any maps,drawings, diagrams or 8X10 glossies. Keep description to a minimum,avoid lengthy exposition, and no casts of thousands -- unless it's aninvading horde of three-eyed orcs or goblins riding purple wombats.

We're also going to aim to keep thingsgeneric, setting agnostic and thus portable or adaptable to anycampaign/setting using the particular rules-set we'll be using in anygiven September Short Adventure such as Mutant Future,Labyrinth Lord, Swords & Wizardry (White Box), etc.

FreeRules
Labyrinth Lord:http://www.goblinoidgames.com/labyrinthlord.html
Mutant Future:http://www.goblinoidgames.com/mutantfuture.html
Swords and Wizardry (White Box):http://www.swordsandwizardry.com/whitebox.htm

SeptemberShort Adventure Number 2
Title: Gomphrey's Still
Rules: Mutant Future

Ready
The Player Characters are travelingthrough a region of dense forest that is incredibly rich in game andedible plants. Then they find a strange house covered in elegant vinesout in the middle of nowhere, with a peculiar shed out back thatisn't an outhouse.

Set
No sooner have the PCs discovered oldman Gomphrey's house, than they will find themselves surrounded by dozensof Zap Vines, Ventrilovines and other mutant plants that have beentrained to lay dormant and do other simple tricks by the half-madhermit who raises them like some weird combination of livestock andcompanions. Serious resistance or extensive damage to the dozens ofvines will attract the attention of the Skinner Tree and OldMan Gomphrey. Randomly determine which one shows up first.

Go!
Gomphrey will waddle out of his shed inthe back to attend to any ruckus, such as his menagerie of mutatedplants subduing any would-be intruders or juicy wild game. Thevarious mutated plants, including the Skinner Tree, have been trainedto attempt to subdue, not kill anyone they can capture.

Old Man Gomphrey will command his plantminions to release the PCs once they give their word not to start anyfurther trouble. He's a bit demented and awfully proprietary abouthis shed out back (the one that contains his make-shift still, notthe outhouse), but he can be negotiated with by anyone not too quickto resort to violence.

Killing Gomphrey will drive everymutated plant in a 100 mile radius into a berserk frenzy as they seekto avenge the murder of their old friend.

Making friends with the lonely oldcodger will give the PCs access to a wide variety of medicinal andrecreational alcoholic distillations that can heal damage, act asantidotes to various poisons, cure illness, or just make someone losetheir mind for a little while.

If Gomphrey really takes a shine to thePCs, he might consider engaging them as his distributors back amongsome of the more civilized villages.

Notes / NPCs
Gomphrey [Mutant Human, AL N, MV90' (30'), AC 5, HD 14, #ATK 1, DG 1d6, SV L6, ML 11, Mutations: Aberrant Form (Xenomorphism/internalized plant structures and externalized pollen emitting pores), Epidermal Photosynthesis, Increased Taste, Drawback: Frailty/bruises easily] Note: Gomphrey has a way with plants akin to a form of Empathy oriented only towards plants, whether this is a formal power/ability or not is left to GM discretion.
Skinner Tree [AL C, MV 60'(20'), AC 4, HD 15, #ATK 1, DG 2d8, SV L5, ML 10] (MFp. 95)
Screech Bush [AL N, MV none, AC9, HD 2, #ATK 1, DG 2d6, SV L2, ML none] (MFp. 93)
Ventrilovines [AL N, MV none, AC9, HD 1, #ATK none, DG none, SV L1, ML none] (MFp. 100)
Zap Vines [AL N, MV none, AC 8,HD 2, #ATK 1, DG 1d6, SV L1, ML none] (MFp.103)


Thursday, September 1, 2011

September Short Adventure 1: Innocence in Moonlight

Preamble
A September of Short Adventures is an OSR Challenge initiated by Matt over at the Asshat Paladins blog. You can click on the Moustache Dragon over on the right-hand side-bar (just above Features) to learn more about all of this stuff from Matt directly. All of our 25 (possibly more...) entries are formatted along the lines of what Matt calls the Get Ready, Get Set, Go! format. In a nut-shell, this approach breaks each adventure into a Title, Three escalating sections of adventure details (the Ready section is limited to only 2 sentences...), and a final catch-all section for any NPC notes/stats. The idea is to keep it short, simple, easy to read without any maps, drawings, diagrams or 8X10 glossies. Keep description to a minimum, avoid lengthy exposition, and no casts of thousands -- unless it's an invading horde of three-eyed orcs or goblins riding purple wombats.

We're also going to aim to keep things generic, setting agnostic and thus portable or adaptable to any campaign/setting using the particular rules-set we'll be using in any given September Short Adventure such as Mutant Future, Labyrinth Lord, Swords & Wizardry (White Box), etc.



Free Rules
Labyrinth Lord: http://www.goblinoidgames.com/labyrinthlord.html
Swords and Wizardry (White Box): http://www.swordsandwizardry.com/whitebox.htm

September Short Adventure Number 1
Title: Innocence in Moonlight
Rules: Mutant Future

Ready
A great warlord has consolidated Her control over a large region of fertile land enclosed by steep mountains dotted with many tiny villages. In one such village a young girl, not yet come into adulthood, has made a friend with a beautiful creature whom she knows will never harm her...

Set
The players are the usual Mutant Future wandering miscreants looking for loot or adventure. They could be in this village to resupply, heal from a recent battle, or because no one can read a map and they are lost, again. They get involved because the girl's parents find out that she is missing one night and come running to the player characters in a panic and attempt to hire the PCs to go find their missing daughter before something bad happens.

Go!
The area surrounding the village is cleared outwards to about 30' at best, then it quickly becomes tangled forest land rich in game and wild-growing herbs and edible plants. Most of the more dangerous beasts have either been captured, killed or driven off by the roving bands of the Warlord's forces who have since moved onward to other areas more desperately in need of their aid and assistance. The local militia consists of an old man with a peg-leg and three mutant-orphans who have since run off to the next village in pursuit of their dreams of becoming mercenaries.

Finding the girl's trail will be relatively easy. She never bothered to hide anything. In fact she has left little ribbons tied to various low-hanging limbs of various trees and bushes to mark her way through the forest to a breathtakingly beautiful glade.

The young girl's name is Larisah and she has made the acquaintance of a Zunicorn (MF p. 104). 

The Zunicorn is using Larisah as bait to attract fresh meat. Like foolish adventurers.

Notes / NPCs
Peg-Leg [AL L, MV 20' (30' running away), AC 9, HD 3, #AT 1 (spear), DG 1d6, SV L3, ML 6]
Larisah [AL C, MV 120' (40'), AC 7, HD 1, #AT 1, DG 1d4, SV L1, ML 10]
Zunicorn [AL C, MV 240' (80'), AC2, HD 6, #AT 3 (2 hooves, horn and poison), DG 1d8/1d8/1d8+Class 7 Poison, SV L8, ML 8] (MF p. 104)