
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 cyborg 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 cyborgs 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.
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