9-14: Type: Village, Name: Freedon
This village is home to many types of creatures. There are fights over territory and possessions every day. You are not welcome here by anyone! If you walk right through no harm will come to you. But if you decide to search you will be confronted by two Yexil (HP: 41, 34 AC: 6 both Move: 4/15 AT: bite does 3d6 damage, laser eyebeam 5d6 damage (25 meter range) MU: totally resistant to cold attacks). These Yexil will tell you to leave! If you beat the Yexils, from out of the largest shack and adjoining tents will come 76 Tribesmen (HP: 92 (leader), 3 x 76, 9 x 65, 63 x 46; AC: 6 (leader has AC: 5); AT: 2 schmitars (long sword); leader has radiated eyes; MU: tribesman are ambidexterous and can use two weapons simultaneously). The leader offers you a drink of water and a smile. He thanks you for ridding the village of two trouble spots. he gives you food and furs worth 180 domars. You may leave peacefully.
Friday, November 20, 2009
Wednesday, July 15, 2009
The Ancient Village of Mairaway
9-13. Type: Ancient Village; Mairaway
This village has been totally ransacked by a group of androids. You are told this by a mutated toad named Grecko (HP: 47, AC: 5, Move: 10, AT: Tongue with sharp barbs do 2d6 damage, MU: Electrical Generation, Taller, Photosynthetic skin). He is very wise, Intelligence 18 and he offers his services to you for the price of food and a powered weapon. If refused he will compromise and go with you for free. There were only four buildings in this town and only one stands higher than 2 meters. This is a police building, if searched thoroughly under reckage and rubble you will find (1) photon grenade (good. 60%).
This village has been totally ransacked by a group of androids. You are told this by a mutated toad named Grecko (HP: 47, AC: 5, Move: 10, AT: Tongue with sharp barbs do 2d6 damage, MU: Electrical Generation, Taller, Photosynthetic skin). He is very wise, Intelligence 18 and he offers his services to you for the price of food and a powered weapon. If refused he will compromise and go with you for free. There were only four buildings in this town and only one stands higher than 2 meters. This is a police building, if searched thoroughly under reckage and rubble you will find (1) photon grenade (good. 60%).
Saturday, July 11, 2009
The village of Tormodian
8-3. Type: Village Name: Tormodian
This village is a town of trades, goods, and services. The village consists of only of a market and sheltering house, both were built after the holocaust. In the market you will find a mutated animal named Centaur (HP: 45, AC: 5, AT: Two handed swords, Move: 10, MU: Heightened hearing, Heat generation, and Life Leech). He is a cross between a horse(body) and a human(torso & head). He seems very friendly. He wishes to join a group traveling south. He will pay 10 gold pieces to join. He has no artifacts. In the shelter house you will find two mutated bears known as Gyro and Klenton (HP: 67, 44, AC: 6, 7, Move: 10, 10, AT: Claws 1d6 damage and long swords, MU: Heightened Constitution, Intuition, Shape Change, Heightened Brain Talent). These two also want to join a group and are in search of their lost tribe. They will tell of their mutations and what a help they could be. If the group is less than 3 they must be paid one artifact apiece or 20 gold pieces each. They will only travel together.
This village is a town of trades, goods, and services. The village consists of only of a market and sheltering house, both were built after the holocaust. In the market you will find a mutated animal named Centaur (HP: 45, AC: 5, AT: Two handed swords, Move: 10, MU: Heightened hearing, Heat generation, and Life Leech). He is a cross between a horse(body) and a human(torso & head). He seems very friendly. He wishes to join a group traveling south. He will pay 10 gold pieces to join. He has no artifacts. In the shelter house you will find two mutated bears known as Gyro and Klenton (HP: 67, 44, AC: 6, 7, Move: 10, 10, AT: Claws 1d6 damage and long swords, MU: Heightened Constitution, Intuition, Shape Change, Heightened Brain Talent). These two also want to join a group and are in search of their lost tribe. They will tell of their mutations and what a help they could be. If the group is less than 3 they must be paid one artifact apiece or 20 gold pieces each. They will only travel together.
Friday, April 24, 2009
GW: Artoth continued...
7-27. Artoth (cont.')
(7) This place was used for trading livestock and vegetables that farmers produced on nearby lands once. Nothing remains standing. If any rubble is overturned it is likely that 10-100 Domars will be found. (8) There is no explanation given about this certain part of town. On the surface there are 10 great spheres (100 meter dia.) made of duralloy. The main gate faces towards the main street. There is an electrical field surrounding the spheres and gate. if the energy field is touched the toucher will suffer 2d8 of damage (not permanent). The gate will only permit one person (PSH) at a time with a 5th stage I.D. As you enter the building you are directly in a corridor going through one of the large spheres. A door in front of you is locked. It can be opened with a 5th stage I.D. *1* This room is empty. *2* This room is empty. *3* This room is empty. *4* This room is empty, except for a panel on the wall with four buttons: blue, yellow, red, white. If the sequence "blue", "red", "white" is pressed a secret door will appear. *5* In this room is a solitary table with a black book in the center. This black book explains the function of the building. On the first page it reads : This building is to be used as a sanctuary for the U.S.'s 25 most brilliant minds including the president of the U.S. at this time. Then it goes on to list them with Joseph L. Cothens, President of the United States at the top of the list. It explains every room and tells you that the 10 spheres are nuclear and chemical power plants. 6, 7, 8, and 9 are all part of the assembly lines for robots. In *8* There are 9 complete robots (excellent condition - no batteries) Engineering bot (standard), Small Cargo Transport, Large Cargo Transport, Engineering Bot (Light Duty), Think Tank, Security Robotoid, Ecology Bot (Wilderness), Defense Attack Borg. Also in thsi room are some spare parts that are really useless. *10* This room is the control room. All the computers and manuals to use the spheres come from here. This room is also provided with equipment to be used as control for atomic weapons that are implanted in the base of the south wall. At a touch of a button atomic missles and bombs will be launched into space to destroy all satellites capable of causing damage to the US. Too litle too late. The entire room is in operative condition and the control box is magnetically sealed. If the room is searched thoroughly it will yield from under a tile in the floor: Stun Ray, Mark VII Rifle, Energy Mace, Fragmentation Grenade, Mini-missle, Hydrogen Energy cell, Powered Scout Armor, and a Bazooka typer launcher. *11* to *34* are all the living chambers that were provided for the scientists. Nothing of value in these rooms.
(7) This place was used for trading livestock and vegetables that farmers produced on nearby lands once. Nothing remains standing. If any rubble is overturned it is likely that 10-100 Domars will be found. (8) There is no explanation given about this certain part of town. On the surface there are 10 great spheres (100 meter dia.) made of duralloy. The main gate faces towards the main street. There is an electrical field surrounding the spheres and gate. if the energy field is touched the toucher will suffer 2d8 of damage (not permanent). The gate will only permit one person (PSH) at a time with a 5th stage I.D. As you enter the building you are directly in a corridor going through one of the large spheres. A door in front of you is locked. It can be opened with a 5th stage I.D. *1* This room is empty. *2* This room is empty. *3* This room is empty. *4* This room is empty, except for a panel on the wall with four buttons: blue, yellow, red, white. If the sequence "blue", "red", "white" is pressed a secret door will appear. *5* In this room is a solitary table with a black book in the center. This black book explains the function of the building. On the first page it reads : This building is to be used as a sanctuary for the U.S.'s 25 most brilliant minds including the president of the U.S. at this time. Then it goes on to list them with Joseph L. Cothens, President of the United States at the top of the list. It explains every room and tells you that the 10 spheres are nuclear and chemical power plants. 6, 7, 8, and 9 are all part of the assembly lines for robots. In *8* There are 9 complete robots (excellent condition - no batteries) Engineering bot (standard), Small Cargo Transport, Large Cargo Transport, Engineering Bot (Light Duty), Think Tank, Security Robotoid, Ecology Bot (Wilderness), Defense Attack Borg. Also in thsi room are some spare parts that are really useless. *10* This room is the control room. All the computers and manuals to use the spheres come from here. This room is also provided with equipment to be used as control for atomic weapons that are implanted in the base of the south wall. At a touch of a button atomic missles and bombs will be launched into space to destroy all satellites capable of causing damage to the US. Too litle too late. The entire room is in operative condition and the control box is magnetically sealed. If the room is searched thoroughly it will yield from under a tile in the floor: Stun Ray, Mark VII Rifle, Energy Mace, Fragmentation Grenade, Mini-missle, Hydrogen Energy cell, Powered Scout Armor, and a Bazooka typer launcher. *11* to *34* are all the living chambers that were provided for the scientists. Nothing of value in these rooms.
Gamma World
7-27. Type: Ancient Metropolis, Artoth
Most of this city is in ruins and the radiation intensity level is 5. There are few buildings left that stand over 5 meters. (1) This building is leveled to the ground. A small foundation remains. It has scattered pieces of burnt wood showing reminants of past visitors. 1 - 6 pieces of duralloy (25.4 cm dia., 1 meter long) can be found if the area is thoroughly searched. (2) The foundation of this building sticks up about 2 meters giving good shelter from the Sun. Among the rubble plant life is sprouting up. If a person enters he or she will be confronted by 17 Hissers (HP: 81, 74, 3 X 69, 67, 5 X 61, 57, 3 X 54, 52, 51; AC: 3; Move: 12; AT: Strongest has Stun Whip, all have flails, sonic attack ability, and radiated eyes.; MU: telepathy, mass mind, totally resistant to laser and sonic attacks. 4 treasures.) They will not permit you any further. You can tell they hiding something from your vision, Offensive Armor (good), and a mama doll (fair). (3) This building is completely flattened, nothing of any value contained inside. (4) The foundation of this building is overrun with 104 Mutated Rats (HP: 22 each, AC: 6, Move: 20, AT: One bite causes 1d6 damage plus save vs. 6th level poison or become to ill to move., MU: Heightened Dexterity, Mass Mind). (5) This building was used as a tenement for 20 hunman families. There are only two walls standing but between these walls are 2 Warrior Androids looking for any humans or artifacts. They saw you coming and will try to act like PSH's until they have complete surprise attack (HP: 75 each, AC: 4, Move: 15, AT: Spears and Swords, MU: none, 1 non-weapon artifact). (6) This was a huge mall (trading place) where all the marketing was done in the town. As a person journeys deeper and deeper into the mall the lighting becomes dimmer and dimmer. If a group is persisent in searching the booths that still stand, the only inhabitant 1 Blight (HP: 71, AC: 9, Move: 2/10; AT: one bite does 3d6 damage, constricts for 5d6 damage; MU: may become invisible, flash of light on becoming visible blinds for 1-4 melee turns, totally resistant to radiation, heat, and sonic attacks). If the Blight is near death it will attempt to destroy its treasure, and will be successfull 50% of the time, food/treasure (all good).
Most of this city is in ruins and the radiation intensity level is 5. There are few buildings left that stand over 5 meters. (1) This building is leveled to the ground. A small foundation remains. It has scattered pieces of burnt wood showing reminants of past visitors. 1 - 6 pieces of duralloy (25.4 cm dia., 1 meter long) can be found if the area is thoroughly searched. (2) The foundation of this building sticks up about 2 meters giving good shelter from the Sun. Among the rubble plant life is sprouting up. If a person enters he or she will be confronted by 17 Hissers (HP: 81, 74, 3 X 69, 67, 5 X 61, 57, 3 X 54, 52, 51; AC: 3; Move: 12; AT: Strongest has Stun Whip, all have flails, sonic attack ability, and radiated eyes.; MU: telepathy, mass mind, totally resistant to laser and sonic attacks. 4 treasures.) They will not permit you any further. You can tell they hiding something from your vision, Offensive Armor (good), and a mama doll (fair). (3) This building is completely flattened, nothing of any value contained inside. (4) The foundation of this building is overrun with 104 Mutated Rats (HP: 22 each, AC: 6, Move: 20, AT: One bite causes 1d6 damage plus save vs. 6th level poison or become to ill to move., MU: Heightened Dexterity, Mass Mind). (5) This building was used as a tenement for 20 hunman families. There are only two walls standing but between these walls are 2 Warrior Androids looking for any humans or artifacts. They saw you coming and will try to act like PSH's until they have complete surprise attack (HP: 75 each, AC: 4, Move: 15, AT: Spears and Swords, MU: none, 1 non-weapon artifact). (6) This was a huge mall (trading place) where all the marketing was done in the town. As a person journeys deeper and deeper into the mall the lighting becomes dimmer and dimmer. If a group is persisent in searching the booths that still stand, the only inhabitant 1 Blight (HP: 71, AC: 9, Move: 2/10; AT: one bite does 3d6 damage, constricts for 5d6 damage; MU: may become invisible, flash of light on becoming visible blinds for 1-4 melee turns, totally resistant to radiation, heat, and sonic attacks). If the Blight is near death it will attempt to destroy its treasure, and will be successfull 50% of the time, food/treasure (all good).
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