Thursday, November 30, 2006

Aspiring freelancer challenge

Okay, so I've been pretty uninspired as of late. My semi-regular players haven't been interested in getting together to game as of late, and I've been itching to write some new adventures for AtB.

So, I thought I'd try something I've never done before...I'm offering up myself, my time to write adventures set in any the "After the Bomb" game settings (1st or 2nd Edition) for anyone interested. I'm not asking for anything in return except for comments and criticism.

Please don't take my previously posted HLS's as an example of what I'm planning to write for you, as these have usually been spur of the moment ideas tossed together and posted without much refinement.

I would ask that you provide me with an idea of the group that the adventure will be written for (species, traits, powers, skills, experience, special equipment, special circumstances, etc.) as this will impact the story/adventure I'll write for you. I prefer to tailor adventures to a group rather than write a generic adventure for you to crowbar your groups into.

Also, I will be writing the adventures as per the book, so if you have any special modifications to the setting that you would like me to include, let me know before I begin.

NOTE: As I will be doing this for free, I would like to reserve the right to post the results of my writing here, submit them the Rifter, and/or offer them as demo adventures through the Megaversal Ambassador program.

Also, I'm limiting this offer to the first two or three respondants. At least until I get the hang of things.

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).