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.

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).