Tuesday, October 31, 2006

The Horror Under The Hill

This is the adventure I was working on, at least it's all that I was able to get finished so far. I'll finish it up in the next week or so adding stats for the NPCs and rough map of Benson Under the Hill.

HOOK:
The players will either be assigned to this mission by Cardania or may be contacted directly by a representative of Benson Under the Hill, an underground mole kingdom located 50 miles west of Cardania at the foot of the Blue Hills.

LINE: A month ago in Benson Under the Hill, strange events began to occur. It began with the mysterious collapse of several main underground highways, and then escalating to the disappearance of a dozen tunnel workers. Now King Benson the First fallen mysteriously ill, and his closest advisor, Philip Augustus, a self-proclaimed seer and earth priest, has taken his place until the king is fit enough to return to the throne.

SINKER: As most people will suspect right away, Philip Augustus is the culprit behind the recent string of unfortunate events. Augustus is looking to take over the underground kingdom and is using his power to control a monstrous earthworm to help him by creating havoc and confusion. Augustus used a poison excreted from the worm to sicken the king, and if the characters can get close enough to King Benson to perform a thorough examination they might be able to discern the nature of the poison and concoct an antidote from the source of the poison—i.e. the worm.

Getting close to the king is one of the major hurdles. Benson Under the Hill is a very xenophobic culture, and it was only out of desperation that a representative ventured outside to look for aid. The king is constantly guarded by two dozen well-armed and armored royal guards in the deepest part of the kingdom.

Augustus keeps six elite warriors as his personal guards and can be found either in the royal palace or in his secret cavern near an underground river where he originally found his monstrous worm companion.

If Augustus is directly threatened or the players are able to formulate a cure for King Benson, he will summon his worm to attack the PCs, the king and anyone else who stands against him.


NOTES: This adventure takes place in the kingdom of Benson Under the Hill, located in a relatively ignored part of the Free Cattle Planes. The tunnels in this area are normally built for Size Level 8 character and average 4 to 4.5 feet in height, which could make things rather difficult for taller characters. There are, however, several taller highways (6 feet tall and wide), and large caverns scattered through out the domain.

Local mole homes are respectably furnished with well-crafted wood and stone furniture. Light is provided by electricity generated from an underground river nearby.

To make this mission all the more difficult, Benson Under the Hill does not like it when "outsiders", especially non-mole "outsiders", enter their domain. So if any non-mole PCs encounters a local mole, there is a 70% chance that they will attempt to raise the alarm and bring a patrol of 2D6 armed mole militiamen. For non-local mole PCs, the chance is only 20%.

Friday, October 27, 2006

Giant Gatorland Toad (aka Devil Toad)

It's been said that reptiles--frogs and toads especially--are the best barometer to changes in the environment, so it's no surprise that a creature such as the Giant Gatorland Toad emerged from the aftermath of the Big Death.

There are many other amphibian mutations, but few are as menacing to the inhabitants of Gatorland as this creature. With their large and powerful toothy jaws and armored hide, these creatures are blamed for the loss of many swamp travelers as well as animals and children from communities located close to wetlands.

These creatures coal black or deep red skin has earned them the nickname, "Devil Toad"

Size Level:
7 (Long)
Size: 4 to 4.5 feet tall
Weight: 75 to 100 pounds
Hit Points: 5D6+12
SDC: 1D4x10(+20)
Armor Rating: 11
Psionics: None
Horror Factor: 13
Attacks Per Melee: 3
Damage: Bite does 2D8, Punch does 1D8+3, Tackle does 1D4, Head Butt does 1D6, Entagle with tongue. These giant toads prefer to entangle their prey and then drag it into the water and drown it, victims will be -2 to strike, parry, and dodge while the toad tries to drown it.
Bonuses: +1 on initiative, +1 to strike, +4 to Dodge, +2 roll with Fall/Impact, +4 vs. poison/disease, +4 save vs. psionics.
Natural Abilities: Feline Leaping; Predator Burst; Night Vision 120 feet; Prowl in water 60%; Beastly Strength; Iron Grip, Jaws (PS 22+ needed to pry open mouth)
Average Life Span: 10 years
Habitat: Temporate Wetlands, Primarily found in the Gatorland swamps
Notes: Rarely found out of the water. Prefers to hide underwater with only it's eyes above the surface.
(This is a slightly modified Timrek from Palladium's Monster and Animals, 2nd Edition)

Thursday, October 26, 2006

Giant Razortooth Quirrel

A mutant relative of the grey squirrel. These odd creatures are primarily carrion feeders, but have also been known to turn predatory when carrion is scarce, or another larger carrion feeder is sharing the Quirrel's territory. Often times, if a settlement is nearby, they will find the community dump a veritable buffet. Normally, the razortooth quirrels will leave the community alone, but will attack if they feel their access to their food is threatened.

Size Level: 4 (Long)
Length: 3 feet (male), 2.5 feet (female)
Weight: 15 pounds
Hit Points: 3D4+6
SDC: 3D4
Psionics: None
Attacks Per Melee: 2
Damage: Bite does 1D8, Claws do 1D4
Bonuses: +1 on initiative, +1 to strike, +4 to Dodge, +2 roll with Fall/Impact, +4 vs. poison/disease
Natural Abilities: Rodent Leaping, Advanced Smell, Night Vision 60 feet, Prowl 40%, Climbing Claws
Average Life Span: 15 years
Habitat: Woodlands, sewer systems, and ruins
Notes: Razortooth Quirrels are nocturnal predators that typically hunt in packs of 2D4+1. There is a 45% chance that the quirrels are diseased (save vs. disease each time the character is bitten).

The Giant Razortooth Quirrels family pack typically consists of 6+1D4 adult members and 2D4 young, but have been found in numbers ten times as large. Razortooth Quirrels are also notorious scavengers and there is a 35% chance that 1D4 valuable items may be found stashed in their den (roll on the "Scavenger Uses & Value Table" and "Item Category Table" in AtB2, Pg 191 & 192).

Wednesday, October 25, 2006

Nanoswarm: GEIST (Global Electronics Integration Swarm Technology)

Nobody knows for sure, but GEIST nanoswarms appear to have been created as universal repair systems that have gone wild since the Big Death. These swarms seem to have a mind of their own, often times inhabiting machines (usually old wrecks that haven't worked in ages) and wandering around aimlessly or once-in-a-while into towns and villages where causing mischief and/or carnage.

GEIST swarms grow to a size level of 12 after which it will split into two-dozen minuscule swarms and start anew. GEIST can grow at roughly 1 size level per month. At the GEISTs rate of growth, swarms could grow to cover entire cities, however these swarms often drop into a state of stasis or hibernation for several months or years for reasons unknown at this time.

Size Level: Small Swarm – 1; Medium Swarm – 6; Large Swarm – 12
Appearance: Nanoswarms will appear to look like a small to large swirling dark cloud of dust.
Speed: 8
Hit Points: 0 (zero)
SDC: Varies by object infested
Natural Armor: Varies by object infested
Horror Factor: Swarm 4/8/12
Psionics: Non per-se, but see Natural Abilities for equiv.
Attacks Per Melee: 1 (in swarm form)
Damage: Varies by object infested. When inhabiting many electronic devices swarm may do 1D4, 2D4, or 3D4 damage to Hit Points on physical contact, otherwise damage goes to SDC (armor or protective clothing).
Bonuses: +4 attacks when inhabiting robots, androids, vehicles or other electronic devises that would allow attacks; +4 to strike, parry and dodge; +8 to dodge while in swarm form.
Natural Abilities: Techno-Mind, Natural Mechanical Genius, Possess Device, Prowl 80%
Average Life Span: Unknown
Value: $25,000 per half-ounce
Habitat: Ruins
Notes: The size of the object infested by a swarm is in proportion to the size of the swarm—i.e. small swarms usually infest small objects like RC vehicles, lawn mowers, vacuum cleaners, PCs; medium swarms usually infest small vehicles, computer systems, and human sized robots/androids; large swarms can control very large robots or vehicles, computer networks, etc.

While the things the GEIST nanoswarms may be destroyed, the nanoswarms themselves are effectively indestructible. However, an EMP or exposure to intense heat can destroy swarms. Flamethrowers and Ion weapons are a good weapon to use against rouge GEIST swarms. Mutants with Techno-Mind can attempt to communicate with a GEIST either in swarm form or while infesting an object. It is also possible to communicate with a GEIST if it is infesting a computer system by using the Computer Operation skill.

GEISTs have been known to help out a mechanic with Techno-Mind, and may even follow him/her around for a while, but is likely to leave within a month. If a Techno-Mind mechanic is able to obtain a small amount (no more than half-an-ounce) of GEIST swarm (very rare) they may be able to raise it as a pet. However, as the GEIST grows there is an increasing chance that it will leave the mechanic (40% at size level Medium, 80% at size level Large).

Friday, October 20, 2006

Nightmare Beetles

These insects are the bane of many a traveller who pass through forests and ruins. The Nightmare Beetle is known for burrowing under an unsuspecting, sleeping, or resting traveller and then capturing them in a Mind Trap while directing it's young to feed off the helpless victim. If the victim is able to escape the Mind Trap, the beetle will then surface and attempt to stun (bio-manipulate) it victim while it's young continue their feast.

The beetles last line of defence is it's poisonous bite which can cause
hallucinations in it's victim, disorienting it long enough to escape or attempt a fresh attack.

Size Level: 3 (Short)
Size: Adults grow as large as 3 feet in diameter
Weight: 8 pounds
Speed: 16, 8 burrowing/digging
Hit Points: 2D4
SDC: 3D4+6
Natural Armor: 8
Horror Factor: Individual 8;
Swarm 16
Psionics: Mind Trap, Bio-Manipulation: Stun
Attacks Per Melee: 3
Damage: Bite does 1D6+Poison (hallucinogenic, save vs. non-leathal poison; durration 1D12 melees)
Bonuses: +4 save vs. Psionics
Natural Abilities: Rodent Leaping, Digging, Tunneling, Excavation, Poisonous, Hibernation
Average Life Span: 5 years
Value: $400 for the poison gland
Habitat: Woodlands and Ruins. Active only durring warm periods (above 50 degree Fahrenheit (10 degree Celsius)).
Notes: The Nightmare Beetle usually lays 2 dozen eggs at a time which got through four distinctive growth stages over a period of 2 months:

  • Eggs: The white oval eggs are usually about 6 inches long and 3 inchs wide. They are placed in fresh carrion where they absorb moisture and become more roundish
  • Larvae: The larvae are typical white grubs with a V-shaped series of bristles on the raster. Young larvae are about 8 inches long while the mature third instars are about 14 inches long
  • Pupae: The pupae are first cream colored and become light reddish-brown with age. The average pupa is about 18 inches long and 1 foot wide
  • Adults: The adults exoskeleton is a deep oily black, generally oval in outline, 3 feet long and 2 feet wide. The abdomen has a row of five tufts of white hairs on each side. These white tufts are diagnostic. The males have a sharp tip on the foreleg tibia while the female has a long rounded tip.
Only the pupae and adult forms of Nightmare Beetles have the ability to Mind Trap, and only the Adult has the ability to use bio-manipulation. The poison gland may be removed as earliy as the larval stage, but the smaller gland will be worth less.

Thursday, October 19, 2006

Northeastern Wargar

These large hounds are the product of mutations brought about by the aftermath of the Big Death and selective breeding by the Wolf Barbarians who often use them as war mounts.

While the Wolf Barbarians refuse to traffic in the sale of their Wargar, some have escaped into the wilderness and found their way onto the black market in Filly. Wargar are a prised item among low-tech mercenary groups and estates in the Contested Lands.

Size Level: 19 (Medium)
Height: 5ft at the shoulder
Length: 9ft snout to tail
Weight: 1000 - 1800 pounds
Hit Points: 5D6+10
SDC: 2D4x10
Horror Factor: 13
Psionics: None
Attacks Per Melee: 3
Damage: Bite does 2D4+4, Claws do 3D6+6
Bonuses: +2 on initiative, +3 to strike, +2 to parry, +6 to save vs. horror factor, +4 to save vs. poison or disease.
Natural Abilities: Rodent Leaping, Color Blind, Advanced Smell, Advanced Hearing
Average Life Span: 12
Value: $1300 for a full grown Wargar, $2000 for a Wargar cub, Hides fetche ~$800
Habitat: Northeastern Seaboard, Wolf Barbarian Territories
Notes: The Wolf Barbarians often times equip their Wargar with armored barding which offers an AR of 12-14 and 50-75 SDC.

Image Credit: Image is capture of Warg from "Lord of the Rings: the Third Age".

Wednesday, October 18, 2006

Guargoyle

In the late 2040's several biotech companies began to create new creatures to supplement their human security forces. It was around this time that increasingly violent anti-eugenics groups were attacking EGG manufacturers and bioengineering facilities. Since regular human guards were not very effective, companies chose to grow something a little more... intimidating. The Guargoyles were one of the more popular choices, and were individually grown with inbred loyalty and obedience to their host corporation. Guargoyle intelegence was designed to be slightly higher than a domesticated dog, but less than that of a primate, which made them quite easy to train.


In the world of After the Bomb, these creatures have changed very little, and through the past several generations they still contain their inbred loyalty and obedience toward anyone seen as a member of their original sponsor.

Most guargoyles maintain a den or camp within five miles of their sponsors building or ruins with a usual population of 12 to 20 with a social structure similar to that of a pack of wolves with the strongest acting as pack leader.

However, some have had to find new grounds as their original sponsor facilities were wiped out in the Big Death, or by marauders in the aftermath. These 'ronin guargoyles' will usually find a new place to guard and protect, or may even be found serving a new master in a wilderness fortress.

Attributes: IQ 2D4,ME 2D4,PS 5D6*,PE 5D6,PP 5D6,Spd. 3D6
*Minimum PS is 20
Size Level: 13 (Medium)
Height: 6-7ft tall
Weight: 300-350lbs
Average Life Span: 15 years
Natural Body AR: 11
S.D.C.: 80
Hit Points: 2D4x10
Horror Factor: 15
Psionics: Presence Sense**, Mind Block
**see Beyond the Supernatural or Heroes Unlimited for a full description.
Natural Abilities: Crushing Strength, Basic Flight, Glide, Color Blind, Night vision, Ultraviolet Vision, Advanced Hearing, Feline Leaping, Predator Burst
Vestigial Traits: Obedience***, Protection***, Loyalty***, Vestigial Horns (1D6 Dmg)
***Limited to anyone wearing their sponsors uniform or announcing a password.
Attacks Per Melee: 5
Damage: Claws 2D4, Talons 2D6, Bite 2D6, Flying Tackle 3D6 (counts as two attacks)
Bonuses: In addition to physical bonuses, +2 Initiative, +2 Dodge in flight, +1 vs. Psionic Attacks.

Tuesday, October 17, 2006

Rali Windstar

Alignment: Unprincipled
Attributes: IQ 22, ME 13,MA 12,PS 12,PE 13,PP 9,PB 10,Spd. 15
Age: 22 Gender: Male
Species: Red Fox
Size Level: 7
Height: 5' 5" Weight: 94lbs.
Hit Points: 32 SDC: 47
Disposition: Curious and obsessive
Human Features
Hands -- Full
Legs -- Full
Speech -- Full
Looks -- Partial
Powers: None
Psionics: None
Level of Experience: 6th
Background: Academic Underground
Apprenticeship: Archaeology
Occupation: Antiquarian/Archaeologist
Skills of Note: Anthropology 58%, Archaeology 78%, History 92%, Appraise Artifact 98%, Excavation 78%, Research 88%, Technical Writing 68%, Public Speaking 68%, Chemistry 88%, Pathology 78%, First Aid 83%, Advanced Math 82%, Art 72%, Computer Operation 78%, Pilot Truck 92%, Land Navigation 68%, Wilderness Survival 78%, Pick Lock 68%, Forgery (used to identify) 68%, Detect Concealment & Traps 63%, Locate Secret Compartment/Doors 53%, Athletics, Boxing, Fencing.
Languages & Literacy: French 88/78%, Chinese 88/78%
Weapon Proficiencies: Sword, Revolver
Secondary Skills of Note: Recognize Weapon Quality 63%, Cook 68%, Climbing 78/68%, HtH: Basic
Attacks per Melee: 6
Bonuses: +5 to parry/dodge, +1 to strike, +5 to roll with punch/fall/impact, +2 to pull punch, Critical hit on a natural 19 and 20, Base kick damage 1D6.
Special Weapons: Rali always travels with a Rhode Island .38 Revolver.
Personal Profile: Rali was the only son of immigrants from the Free Cattle Plains. The Underground discovered him working in his parents food stand in Smoketown, and at the age of 8 was taken to study at an Academic Underground facility in Portsmouth. Rali soon found that his interests revolved around history and antiquities, and began an internship in Archaeology under the mentoring of Lionell Barjan. Rali's internship took him to excavations in Filly, Gatorland, the Contested Lands, Baltimore and D.C. Rali now lives in Portsmouth and works at The Phoenix Club, an Academic Underground facility fronting as a club for the wealthy and business elite. As for his parents, he lost touch with them several years ago and has been meaning to locate them some day when he's not busy hunting down some new artifact or exploring some old ruins.