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Sample file Sample file One Day Digs 3 Beneath the Spire By Brandon Goeringer

One Day Digs A note from the Publisher

esigned for introductory games at conventions, game for a better life. Though the numbers are few that flock Dstores, and private home tables, One Day Digs are to its location, more and more believers will hear its call. the brain child of author Brandon Goeringer. They are Those that make the dangerous pilgrimage and reach crafted to showcase a bit of The Mutant Epoch setting his ruined cell find the marvelous God they seek, and and flavor, introduce some creatures and relics, as well are killed in its name! as offer an example of how the Outland System game mechanic works. For the most part, these adventures are for new PCs of first rank. Whispers Beneath the Spire is set in a dry, unspecified waste- Groups containing characters: While trav- land and could easily be placed in the Game Master’s elling through the wasteland, cyborg players will all begin own setting. If, however, the GM has access to the Cross- to be spoken to by an unknown entity. The voice will fill roads Region Gazetteer, he or she can place the spire their mind with soothing words, in any language they can someplace east of Little Prairie, North of Galespit and understand. perhaps along the south side of Sour Canyon River where many crumbling ruins protrude from the ravines, earth cracks, dry gulches, junk mounds and scrubby vegeta- “My child. I have searched for you for many tion. This area is a wild, lawless, and rarely travelled part years. You are one of The Gifted. The meld- of an otherwise heavily populated region. ing of flesh and metal is your key to a higher This adventure is for 4 to 6 characters of 1st rank. purpose in this forsaken world. I am your sav- Happy Gaming, ior and will show you the life you are meant Will McAusland, Creator of the Mutant Epoch to receive, paid for by your sacrifice of skin and blood. Seek out the spire of twisted metal, Sample filethere you will find me. It is there you will be Awakening shown the way. Come to me my child, for I am Beneath the ruins of an ancient building, the Brain God your God.” has awoken. For many years the massive mutant brain has floated in a vat of fluids, nutrients and wires, asleep, wait- ing. Connected to a huge advanced machine of incredible If the PC attempts to respond to the voice the only re- technology, the power core has been activated and its sys- sponse is “Seek the twisted spire, my child.” The PCs tems have come online. The Brain God is a powerful tele- have seen a similar structure far off on the horizon re- pathic mind and during its many years of slumber it has cently and the cyborg characters feel a deep need to only dreamt of one thing, release from its imprisonment. seek out this “God” that speaks to them. Using its telepathic powers to seek out those beings that share both flesh and chrome, bone and steel, it Groups containing NO cyborg characters: While beckons those it calls “The Gifted” to seek out travelling, the PCs encounter 4+d3 cyborg pilgrim wander- their God and free it from its prison. It’s a soothing voice ers. Hands lifted to the sky and smiling, singing and joy- that promises great rewards to those that struggle daily ful, they are filthy and look tired. If questioned they will say in the dusty wastelands and filthy barter towns, yearning they have been spoken to by the voice of the cyborg God One Day Digs 3: Beneath the Spire The Mutant Epoch RPG  and it beckons them to a spire of twisted metal where they shall be rewarded with great riches and a promised beauti- “Come to me my child, for you ful land. The PCs have seen a twisted spire of metal far off have found that which you seek.” on the horizon just recently and could investigate it them- selves. If the PCs ask to travel with the pilgrims the char- acters are wished well, but politely told ‘no’ as they are not The concrete stairway grows darker as the PCs descend. “The Gifted” and they will not be accepted by their God. After 40 meters of descent the PCs will encounter large metal double doors (30 cm thick) that slide into the walls on both sides, just opened up enough for one PC to enter The Spire at a time taking one round each to slide through. A type C Roughly half a day travel from their current position, The strength based HC can pry the doors further apart to gain Spire looms over the horizon. The PCs can see the steel skel- easier access to the corridor beyond. eton of a ruined building, twisted like a corkscrew rising into Any PC that examines the dirt and age of these doors the sky. The spire is surrounded by a small section of lower and passes a type B intelligence based HC will realize that ruined buildings. these doors seem quite ancient, possibly a hundred years A group of raiders have recently heard of travelers com- or older and have only recently been opened. ing to the spire for unknown reasons and have decided to ambush the next pilgrims that approach. 4 Raiders & 1 Raider Boss, named Betty, are hiding in the debris of The Hall of Ancient Machines the ruins and attack when the PC group is most taken by The 6 meter wide, 6 meter tall corridor they now enter, in- surprise. A type B perception based HC will spot the raid- cluding walls, ceiling and floor, is made of metal. Illumina- ers at 25 meters before they have a chance to attack. Any tion coming from metal grates in the floor cast lines of multi- raiders using ranged weapons will hide behind concrete colored light down the strange hallway. Grates also cover the ruined rubble gaining a -20 defense value bonus from any walls and ceiling and behind the grates are vast machines of ranged attacks against them. The raiders will need to test unknown origin or design. All of the machines are operation- morale if Betty is killed. al and active; the characters can see lit computer terminals, The Spire sits upon a cracked but sturdy concrete and diodes, multicolored wires, pistons, fans and large mechani- metal slab, surrounded in difficult to traverse debris. An Adult cal arms moving, blinking and flashing all around them. Scraplurker (Creatures of the Apocalypse 6: Download PDF The sound of the strange technology fills the air as the right here) has recently made this area its hunting ground PC’s steps clang on the grate flooring. If the PCs consider and will attack any curious excavator that takes a look at its opening or destroying the grating they must pass a type F back of goodies. This Scraplurker has 3 stealth skill points, strength based HC, or do a total of 75 endurance damage to 14% chance of a mutation and d4+1 items rolledSample from pg. 5 a 2file meter section of grating that has a DV of -25. of the Scraplurker, Creatures of the Apocalypse 6 download. The corridor goes straight south 40 meters, turning left Describe the items on the Scraplurker’s back as just laying for 35 meters before making another left turn that goes 30 on a mound of debris amongst the ruins to entice a PC to meters. The passage finally turns right, heading due east. approach them if the Scraplurker has not been spotted. 10 meters down the east facing hall, the corridor ends An easy type A perception based HC will locate stairs (6 in a closed, sliding door that is covered in flashing buttons, meters wide) leading down below the ruined spire. wires, mechanical moving parts, gears and pistons Any cyborgs in the group hear the Brain God speak to much like the rest of the corridor. 5 meters from the them again in a soothing voice.... door, on both walls rest 2 sets of mechanical ten- One Day Digs 3: Beneath the Spire The Mutant Epoch RPG  drils which snake out from the metal grated walls at chest A type D perception based HC will detect a wall of height. Each set contains a surveillance tendril (as per the slightly gold light cutting off the room to the Brain God, implant found on page 91 TME Hub Rules) and a pincer 5 meters from the wall on which the Brain God machine attachment tendril (as per the implant found on page 89 lies. A loud speaker from somewhere on the machine of the TME Hub Rules though smaller in size). crackles to life and the Brain God says the following in A type D perception based HC notices the remnants of an insane and different shrill voice, blood on the pincer attachments. Both sets of tendrils can reel out 10 meters. As soon as the PCs turn the corner and “You all come willingly to seek me out? see the door and tendrils, the two surveillance tendrils will Step forward and claim your reward. attempt to snake out and gather information on whoever Join my flock and give yourself to the they can see first. They scan the characters with a green new God of this World!” line laser which starts at their head and ends at their feet before moving on the next person. Once all persons have been scanned, or if any of the ten- drils are attacked, the pincer tendrils instantly snake out Two hidden doors on the north and south walls quickly and assault anyone that is not a cyborg, while the surveil- rise from the floor and 2 Cyber Thralls, cruel mockeries lance tendrils slam into non-cyborg foes. of cybernetic humans, emerge from each door. Once the tendrils are destroyed the PCs can approach the At the same time a light from beneath the floor grating mechanical door and attempt to open it. If no cyborgs are in illuminates a vast chamber that is directly underneath the the group the door will need to be pried open by succeed- room the PCs are in. A horrific scene is displayed through ing a type E strength based HC. Up to 2 other characters the grating as a large dismembering facility is dissecting may assist in opening the door resulting in a plus 15% each cyborgs! The cyborgs appear to be butchered for their chance added to the opener’s HC for a total of +30%. The implants and their fleshy bits are dismembered and sent door may also be destroyed if it takes 80 endurance points to huge vats to become organic nutrient fluids for the of damage with a DV of -30. Brain God. Sparks accompanied by muffled moans can If all the PCs are cyborgs and they were scanned, the be heard from below, as well as the sound of cutting door will open quite easily as it is approached. Whatever the bone and metal limbs. The machines below that outcome with the tendrils, the Brain God “tells” all cyborgs: work like an assembly line appear to be construct- ing something in a sealed off container directly “Enter my Gifted child and below the Brain God’s vat. behold the glory of your savior.” The 4 Cyber Thralls appear Sampleas file almost zombies with cy- bernetics. All of them have a Chamber of the Brain God Discsaw Weapon Arm. They Stepping into this chamber is awe inspiring to most. The instantly try to attack the room is roughly 30 meters wide by 15 meter deep. The closest PC. One distinguish- floor is made of segments of grating and the walls and ing feature is a large metal ceiling are absolutely alive with wires, lights, moving tendril on their back that parts and overall strange technology of a bygone age. runs from the base of As the characters step in and look at the east wall they the lower neck, up into behold the great device that contains the Brain God. A the ceiling. A possi- huge machine taking up the complete 30 meter long ble control tendril wall from floor to ceiling is made of metal, diodes, count- for the Brain God less wires, tubes, blinking buttons, and moving parts to make them do surrounding a large 1 meter round glass vat which sits its bidding. The in the machine’s core. tendrils have a Floating in a solution of neon green nutrients and oth- DV -25/END er unknown fluids, lies theBrain God. With a diameter of 11. Once the 60cm around, the bright pink mutant brain is connected tendril is de- to possibly a hundred wires that travel from its wrinkled stroyed the Thrall loses con- matter to the top and bottom of the vat, hooking its tact with the Brain God and is thoughts into the machine. no longer a threat as it falls to When the PCs step inside, the door leading into the the ground, lifeless. The Cyber room shuts with a foreboding swoosh sound (unless the Thralls can also be destroyed PCs broke down the door to enter this area). Any attempt through normal to open the door appears to be useless. means. One Day Digs 3: Beneath the Spire The Mutant Epoch RPG 

The Brain God’s completely protects the ma- open the entrance doors they have only 2 rounds to do so chine and is of the advanced type, -10 damage per at- before they meet an explosive end. As they run out of the tack (not per round), DV +20 as its the size of the room. ruined entrance, an explosion can be heard from behind If the Thralls are destroyed, missile attacks only can them. Smoke and debris come shooting out of the stairway be made through the (which cannot be walked as the PCs leap to safety. Concrete, wires and scraps of through and so too making melee attacks impossible). ancient technology rain down around the PCs as they look The Brain God’s machine has 420 END. at each other in amazement. As the attack on the brain god machine erupts, a loud The Brain God has been silenced... siren goes off and a red strobe light fills the room. The machines in the factory below start to move rapidly as they begin to raise something from the sealed off con- Optional Changes tainer. The Brain God’s machine splits open right where Use to increase difficulty or offer variety if played mul- the vat sits and up through the floor, a crude robotic body tiple times with different groups: that was in the container attaches the vat to the top of its Roll d6, pick or use all. neck, becoming an even larger with the Brain God 1. Encounters in the wilderness while approaching the Spire. 1 as its head! It is a very unstable robot body and not alto- in 10 chance per check made every hour during day and every gether complete. Sparks and hissing sounds come from 45 minutes for night. Determine what the PCs encounter on sockets, joints and hinges. It jitters and jolts as it tries to Table TME 4-4 Wilderness Areas Matrix Two for Scrubs, page get its footing. Electricity arcs course over the body and 132 TME hub rules. limbs at random moments. The robot body has a large 2. Mutants instead of Raiders. Roll on table TME-1-17 (page boxy torso and 2 arms ending with a chainsaw as one TME 23) for degree of mutations for each mutant. hand and a pincer on the other. At a height of 2.6 meters 3. More Scraplurkers, roll d6+2 for the amount of Scraplurkers tall this hulking robot limps on 2 mismatched humanoid hiding in the ruins. shaped legs. This is not the exact body the Brain God 4. Cyber Thralls roam the Hall of Ancient Machines. Roll 2+d4 had hoped for but it should be enough to finish off these for the amount of Cyber Thralls. They only attack non-cyborgs. trouble makers. 5. Pincer Tendrils in the Chamber of the Brain God. 1 tendril per PC. The force field drops once the robot has clamped the 6. Mind Crush the PCs with the Brain God’s strong mutant mind pincer arm a few times and revved the chainsaw arm during the battle with the chamber’s Cyber Thralls. The Brain in an intimidating fashion. The Brain God fights to the God won’t sit by and be destroyed! 12 uses. death. Once the robot body is destroyed and the Brain God killed, the cybernetic deity lets out a garbled laugh Treasure? that turns into a death moan, through its speaker sys- After the collapse of the Spire, each PC can recover 20+d100sp tem, as a wailing siren goes off. From the factorySample below in fileassorted plastic, electronics and other easily bartered loot. the machines begin going berserk. Smashing into walls The GM may also want to roll on both the General and Old and punching up through the floor grating. Many explo- Warzone loot tables from the PDF Wasteland Treasures 1 sions are heard and seen erupt- ing from the floor, all while the walls of the great structure be- Enemies gin to crackle with electricity. Raider: DV -12 (studded leather)/ END 20+d20/ MV 5.5m/ Init. N/ Attacks: weapon (machete or bow The place is about with 11 arrows)/ SV 01-50/ DMG machete d12+1, bow d12/ STR to explode! 22/ AG 16/ ACC 28/ INT 21/ WL The PCs should run for the exit 23 / PER 31/ APP 9/ Valuables: while panels fall down around Type P each/ EFs 16/ Morale: Poor them, throwing sparks in their path. Wires dangle in their faces ‘Betty’ Raider Boss: DV -26 (scrap and the sound of the siren and a relic)/ END 40+d20/ MV 6m/ Init. combusting reactor deep below +1/ Attacks: weapon (machete, have them trying to escape franti- dagger, pocket pistol 4 bullets)/ cally. Have the PCs make type C SV 01-56, 01-61 with pocket pis- agility based HC as many times tol/ DMG machete d12+3, dagger as needed to put the players on d10+2, pocket pistol d20/ STR 36/ the edge of their seat, certain AG 57/ ACC 58/ INT 29/ WL 36/ that their characters are going to PER 42/ APP 15/ Valuables: Type be blown to bits! If they did not pry M/ EFs 35/ Morale: Firm One Day Digs 3: Beneath the Spire The Mutant Epoch RPG 

Scraplurker (consult Creatures of the Apocalypse 6 free down- chance that the unstable body has a mechanical or electri- load): DV -38/ END 30+d20/ MV 4m/ Init: +2/ Attacks: bite & cal issue. The Brain God loudly curses its body through a 2 claws/ SV 01-55/ DMG d12+6/ STR 59/ AGI 62/ ACC 52/ speaker on the robot while this malfunction takes place. INT 13/ WL 36/ PER 66/ Valuables: d4+1 items found on page Roll a d4 and consult the following table: 5 of COA 6/ EFs 40/ Morale: firm/ Size: 1.6m tall/ 81kg/ Muta- 1. Electrical systems shutdown!: The robot has a flash of tions: 14% of1 rolled on page 4 of COA 6 arcing electricity course through its body and it may do nothing for one round. Pincer Tendrils: DV -10/ END 30/ Init: +2/ Attacks: Pincer/ 2. Legs seize up!: Poorly constructed legs bork and the SV 01-60/ DMG d10+12/ EFs 18/ Morale: Non-Issue robot body may not move for this round but may still at- tack those in melee. Surveillance Tendril: DV -20/ END 11/ Init: N/ Attacks: 3. Dud Weapons!: Components in the weapon arms slam/ SV 01-50/ DMG d12/ EFs 18/ Morale: Non-Issue suck! The robot may not attack for this round but it can still move or parry. Cyber Thrall: DV -14/ END 30+d10/ MV 4m/ Init: nil/ At- 4. ALL SYSTEMS BONKERS!: GMs discretion. The GM tacks: Discsaw Weapon Arm/ SV 01-57/ DMG 2d12+2/ should come up with a humorous mishap or several mis- STR 33/ AGI 44/ ACC 42/ INT 6/ WL 85/ PER 32/ Valu- haps that happen to the robot body. Examples could in- ables: nil/ EFs 28/ Morale: Non-Issue/ Size 1.9m/ 91kg/ clude robot body compartments flapping open and shut, Implants: 1 defensive, 2 miscellaneous the legs pivoting the upper body around at high speed, the weapon arms attempting to smash the Brain God’s vat. A Brain God in Robot Body: DV -40/ END 80/ MV 4m/ Init: complete round of berserk tomfoolery should make the +1/ Attacks: Pincer Arm or Chainsaw Arm/ SV 01-70/ Brain God’s robot body a laughing stock to all that witness DMG pincer d20, chainsaw d20+6/ STR 40/ AGI 34/ it, while the Brain God curses, sputters and screams at its ACC 36/ INT 65/ WL 78/ PER 52/ Valuable: nil/ incompetent body over the speaker. EFs 75/ Morale: Excellent/ Size: 2.2m/ 420kg/ The End NOTE: At the start of each of the Brain God Ro- bot’s combat rounds there is a 20%

Sample file

‘Pay What You Want’ PDF for personal use only. Learn more at www.mutantepoch.com This adventure created by Brandon Goeringer follow him on twitter @SavageGM . The Mutant Epoch was created By William McAusland © Copyright 2007-2015 Outland Arts.com All Rights Reserved. Interested in buying The Mutant Epoch? Want the best deal? Check out our PDF and Mail Order Bundles page! http://www.outlandarts.com/TME-bundles-zone.htm Sample file Sample file