After detailing with a few of the Scrap Lurkers in last week week's game HERE. The PC's decided to blow the mega dungeon's enterence and develve deeper into the mystery ruins that they've found themselves in and knowing that a water source is nearby they'll follow that.
I've got more then a few surprises waiting down below for them in these A.I. haunted ruins. They'll be exposed to a number of dangers in tonight's game as they're looking for a very advanced medical robot that holds the key to a plague that is ravaging the countryside in this local of the global highway. The PC's are dealing with the rythmn and blues of they're high tech bounty hunter enemy while they look for the exit to this hell hole in the ground.
I've got more then a few surprises waiting down below for them in these A.I. haunted ruins. They'll be exposed to a number of dangers in tonight's game as they're looking for a very advanced medical robot that holds the key to a plague that is ravaging the countryside in this local of the global highway. The PC's are dealing with the rythmn and blues of they're high tech bounty hunter enemy while they look for the exit to this hell hole in the ground.
The Scrap Lurkers are not about to give up such a rich group of fools so easily as well however so its going to be a bit of a race to see who escapes whom from this twisted underground hell maze deep within the wastes.
I've peppered the underground with a number of random supply caches left from those who tried to escape the Gene Wars that fried bits of this Earth. So its all going to be a bit of a marry chase and a gauntlet as PC's wind their way through this weird post apocalyptic underground landscape.
I've peppered the underground with a number of random supply caches left from those who tried to escape the Gene Wars that fried bits of this Earth. So its all going to be a bit of a marry chase and a gauntlet as PC's wind their way through this weird post apocalyptic underground landscape.
Tools Of The Trade
For tonight's session I'm leaning on the Mutant Epoch's Mall of Doom for the construction of my underground maze of madness. This book is chalk full of lots of advice, dangerous encounters, and bits of esoterica for the placement of PA mutant monsters and more.
I've never run this one but I've used it as a tool box more then once when dealing with my veteran PC's of the Mutant Epoch game. Not a bad book but the adventure is a bit of a grinder when it comes to running this one.
Its available HERE
Some of the details of this one are :
I've never run this one but I've used it as a tool box more then once when dealing with my veteran PC's of the Mutant Epoch game. Not a bad book but the adventure is a bit of a grinder when it comes to running this one.
Its available HERE
Some of the details of this one are :
In this adventure, the characters are recruited to investigate the disappearance and whereabouts of missing townsfolk beneath the recently re-inhabited farm-fortress of Walsave. Through a series of underground expeditions, they soon discover that there is more to these kidnappings than meets the eye, and that these explorations under the Earth aren't just ruin-crawls into the crumbling, artifact rich confines of an ancient shopping complex. Besides the pitfalls and nightmares of the subterranean hell, they must contend with conflicting interests among the villagers as well, including raiders, a bizarre cult, and the ruling founders of this fortified settlement.
Can your characters survive the challenges that await them, or will they meet their end someplace deep below the rubble and junk of a besieged post-apocalyptic village?
The Mall of Doom uses the Outland SystemTM game mechanic and requires only The Mutant EpochTM hub rules RPG game book to play. Although set in the Crossroads Region over former Los Angeles, and a half day's ride from the sprawling, poverty ridden city of Overpass, the game master can easily drop this adventure into his or her own campaign region. Designed for 6 to 10 first rank characters, this adventure could take surviving characters to the third or fourth rank. Here's what's included in this terrifying, fast paced adventure:
• Multi-Path adventure design: never plays the same twice. Designed for group gaming or you can test your survival instincts, knowledge of The Mutant EpochTM, and wits by solo playing.
• PG14 rating due to some of the suggestive themes, horrific circumstances and descriptions; this adventure is not for the squeamish.
• 60 Illustrations
• 5 Player Handouts
• 6 Maps
• 1 New Creature
• 2 New Relics
• 136 Pages
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