Red Sun Dry Blood Hexcrawl Part 4

Here’s the third column (C) from the hex map.

Click to enlarge

Column C

C1: Stony valley, some brick walls of old structures (none functional) with old graffiti.

1. Children’s Kingdom: Tribe of minors who worship an unexploded missile (painted with ritual symbols). They live among the brick walls, in military tents and adobe huts. A bullet can make the missile explode, killing everyone in the area.
2. In a hollow between the stones, half a kilometer from the Kingdom, hidden hydroponic garden (uncontaminated food). Protected by 10 children with rifles (in total they have 1d10 bullets, only one per weapon).
3. A Confederate flag graffiti on a ruined wall; a search roll reveals that not only is it recent, but someone has dug next to the wall. It is an open grave, it has been emptied, but a gold ring with a value of 1d10x1d10 GP remains.

C2: Rock formation, artificial tunnels.

1. Collapsed mine tunnels, screams in English and Spanish can be heard (actually, help recordings from “The Grey Plague”).
2. Remains of a rescue convoy with expired medicines. Car carcasses with the letters ONU written in blood (preserved as a fossil, but recognizable as such). Roll 1d6 times on the Drugs, Chemicals, and Medical Devices table (Mutant Future page 109).

C3: Extremely crumbling ruins of what appears to have been a small town or urban complex.

1. Abandoned train station in a carriage is a map pointing to a secret facility (hex D5). There is also a magnetic key with the Sunset Labs logo.
2. A leaning building, almost collapsed; impossible to explore except the second floor. A yellow-eyed boy is hiding. His speech is reminiscent of insect sounds, but with some patience you can understand him: he wants to be escorted to his tribe (C1). In return he will give you something of value, at the referee’s choice.

C4: Mix of chaparral and wetland, nauseating smells and noise of insects crawling around but never seen.

1. Acid swamp with armored fish (inedible flesh, but their scales can be used to make armor). The scales of a whole fish have a value of 1d10 sp. The water produces burns (1d4 dmg) if protection is not used; drinking it produces radiation damage, the class is determined by 1d4 (Mutant Future page 50).
2. Shelter in a dead tree with notes on “the AI coming from the south” (“The A.I.-Zona Uprising”). One person can spend the night comfortably in the hollow of the tree.
3. Floating in the swamp, a raft; in it, a nanofilter for contaminated water (5 uses). Can be used in the swamp water.

C5: Sand plain, a sloping structure can be seen from a distance.

1. Sloping two-story building. Haven for renegade scientists experimenting with controlled mutations (allies or enemies). In exchange for 5,000 GP they can inject a formula that grants a beneficial physical mutation. The possibilities are: Chameleon Epidermis, Echolocation, Increased Balance, Unique Sense, but there is a 1 in 6 chance of a random negative mutation as well: 1d4: 1. Albinism, 2. Frailty, 3. Pain Sensitivity, 4. Simian Deformity.
2. Half-buried cage with a mutant coyote (intelligent, can talk if released).

C6: Dune plain and basins

1. Moving dune hiding a Purple Worm. The adventurers are surprised on a 1, 2 or 3 (1d6).

This is part of a mini-campaign for Mutant Future. And here’s a playlist to listen to while playing or reading.
Part I
Part II
Part III

Red Sun Dry Blood Hexcrawl Part 3

Here’s the second column (B) from the hex map.

Click to enlarge

Column B

B1: Badlands with fairy chimneys.

1. Underground village of deformed humans (victims of The Spill).
2. Night market where (fake) radiation antidotes are sold. 1 in 100 is functional.
3. Old shack. A vial of nanomedicine (heals 1d8 hp) on the table.

B2: Open scrubland with fossilized tillage furrows, like mud turned to stone.

1. Unhinged agricultural robot that “grows” human bones (programmed before U.S.-Mexico relations went to hell).

B3: Geothermal area; sulfur fumaroles.

1. Boiling steam geysers (1 in 10 chance per turn, 1d6 damage).
2. Abandoned shelter with a newspaper about “the day Texas closed the border”.
3. A human skeleton wearing gold rings and chains inside a rust red VW Beetle. It is actually a Crabug.

B4: Reddish sand plain; the sand is mixed with rusty metal fragments.

1. Graveyard of surveillance drones; most are beyond repair; but 1 in 6 chance to find one (and only one) that can be repaired; to do use either the Mutant Future method or the one that appears at the end.
2. Corporate escape pod with a skeleton and a holodiary that mentions the Corporate Warfare.
3. Invisible Skeleton: Wearing a thermal camouflage suit. When removed, it can be turned off with a button; now it only has enough charge left for 30 minutes.

B5: Plateau with downed radio antennas.

1. Food vendor cyborg (half human face, half machine face); for 10 gp, will sell (fake) information about the cult at D4, pretending they’re good people and will help travelers in need.
2. Underground stash, wooden crate wrapped in a Jolly Roger flag. To determine contents, roll once under Advanced Melee Weapons, twice under Advanced Pistols, once under Advanced Rifles, and three times under Drugs, Chemicals, and Medical Devices (see Mutant Future pp. 106-126).

B6: Cliff covered in brown grass.

1. Death Buzzard’s nest.

New creatures

Crabug: Mutated crab that uses a VW Bug as its shell. Before you can deal damage to the crab, you need to deal 20 points of damage to the shell, which destroys it. [AL N, MV 60’ (20’), AC 3 or 9, HD 4 (9hp), #AT 2 claws and 1 bite, DG 2d4/2d4/1d6, SV L1, ML 10, Hoard Class: VI, Mutations: gigantism, mind reflection.]

Death Buzzard: A gigantic vulture with a human-like skull head. It will eat your organs and even your items. [AL N, MV Fly 120’ (40’) Walk 90’ (30’), AC 7, HD 4+1 (19hp), #AT bite, DG 1d10, SV L2, ML 11, Hoard Class: 6, Mutations: gigantism, killing sphere.]

Repair of artifacts

Determine your character’s intelligence modifier in this table:

Class. There are three classes of technology. Class 1 includes simple mechanical or electrical devices, such as primitive weapons and flashlights. Class 2 includes more complex devices, such as generators, engines, and drones. Class 3 includes very sophisticated devices that require special knowledge and high intelligence, such as computers, AI tech, and energy weapons. The referee always decides the class.
Chance of Success. The probability of success varies according to its Class.
Time. The repair of a mechanism takes a number of hours, depending on its Class.
Tools. Using tools may grant a bonus, but in the case of Class 3, it doesn’t grant a bonus and their use is required (they are not enchiladas!).
Quick Repair. A quick repair can be attempted (halves the time), but the next larger die (d10) will be used.
Study. If 8 hours (a full day without traveling or adventuring) are spent studying the artifact, a smaller die (d6) will be used instead. This roll can’t be made on the same day.
#Tries. Each class has a set number of attempts at repair before the artifact becomes unusable. Damage to the repairing person is up to the referee.

This is part of a mini-campaign for Mutant Future. As I translate each section, I will upload it. Here’s a playlist to listen to while playing or reading.
Part I
Part II
Part IV

Red Sun Dry Blood Hexcrawl Part 2

Here’s the first column (A) from the hex map.

Click to enlarge

Column A

A1: Salt plain with white crusts and mirages.

1. Ruins of a desalination plant occupied by Mexican bandits enslaving Yankees (survivors of The Spill). Originally, they had intentions of revenge; but 10, 20, 50, 100 years have passed (I don’t know) and it has become pure undistilled hatred.
2. Radioactive water tank in the subsoil, useful for refueling but attracts creatures.
3. Treasure: A portable clean water generator (2 uses).

A2: High dunes with deformed cacti sprouting strange fruits.

1. Forest of mutant cacti. Chance to encounter 1d6+6 Sahuarians.
2. Skeleton of a smuggler with a map pointing to a point south marked as a skull (see A6).

A3: A limestone plateau with deep, sharp cracks that are easy to fall into and difficult to climb out of.

1. Looted convoy. It’s impossible to repair any of the three cars. An unactivated cluster mine is around them (1 in 6 to detect). The central car’s chest is stuck but can be forced open, activating the mine (5d6 dg; 20 feet radius). Inside, there are 1d4 bottles of Commodore Pink, a mezcal that tastes like fire and can knock you out for the night with just one glass (identical to Rad-Purge Shot, but save vs poison or fall asleep for 1d6+6 hours).

A4: A sea of dunes and a forest of petrified trunks.

1. Radioactive pools where mutant fauna drink at dusk. The water glows at night. Class 3 radiation.
2. Remnants of a camp with notes about “the A.I. coming from the south” (they recount the The A.I.-Zona Uprising).
3. A brick house inhabited by coyotes. Inside is a quantum compass that points to nearby energy sources (30 feet? 300 ft? Referee’s choice).

A5: Dusty gorge with natural single chamber caves.

1. Nomadic tribe “The Thirsty” offering a drone in exchange for water or good seeds (they hate the descendants of the Corporate Warfare leaders). Tribe composed of 21 Generic NPCs. Drone flies up to 100 feet high; party is surprised only at 1 in a d6; emits a circle of light around the party of up to 30 feet wide.
2. Half dismantled mechanical horse half hidden in a cave (if repaired, it can carry equipment equivalent to that of 4 people).

A6: Perpetual sandstorm; near-zero visibility.

1. The storm is the only thing visible all around.
2. Swirl of sand and rubble in the center of the storm, if you go in. A tall yellowish plume of smoke is visible from adjacent hexes.

New creatures

Generic NPC: 1st level mutant human. A simple inhabitant of the wasteland [AL N, MV 120’ (40’), AC 9, HP 20, #AT weapon, DG weapon, SV L1, ML 8, Hoard Class: 1, Mutations: most generic NPCs have no useful mutations (i.e. powers), but you can choose one or two beneficial mutations or drawbacks if you like.]

Sahuarian: Mutant plant that resembles both a saguaro and a very tall person (more than 7-10 ft/2-3 m). It has human-like intelligence and can communicate perfectly. It doesn’t need to feed often, just a little water from time to time. Its body is covered with thorns, so it cannot wear clothes (they’re destroyed) or armor (it suffers 1d4 damage each round of combat or turn of adventuring activities). Immune to heat and cold. In spring, it sports a nice white head of hair made of waxy flowers. Once a day, it produces a purple red prickly pear fruit it can throw as a grenade, that if explodes (80% chance), deals 2d6 damage to any creature within 10 ft/3 m., and there’s a 50% chance the explosion emits class 3 radiation. [AL N, MV 120’ (40’), AC 9, HD 3 (13), #AT weapon or punch or grenade, DG weapon or 2d4 or 2d6+radiation, SV 3, ML 9, Hoard Class: 1d6, Mutations: free movement (legs and arms), full senses (human senses), grenade-like fruit).]

This is part of a mini-campaign for Mutant Future. As I translate each section, I will upload it. I already made a playlist.
Part I
Part III
Part IV

Red Sun Dry Blood Hexcrawl Part 1

“Assure yourself it’s better a world populated by freaks than a dead world”.
—Brian Aldiss, Greybeard

Mexico and the United States brought about the end of the world — who would have guessed?

The border between the Sonoran and Arizona superdeserts has become increasingly blurred. After several decades—no one thought to keep a calendar—survivors from both the White States and the People’s Desert Republic remember different versions of the apocalypse. They have even formed factions around these possible end-of-the-world scenarios. But, how did the world end, exactly? Good question! Roll 1d6 and find out:

1. Failed Biological Warfare (“The Spill”)

•What happened: The U.S. developed a virus to eradicate “illegal” crops in Mexico. However, the virus mutated and became lethal to humans, creating the first mutants.
•The US: Denied responsibility, closed the border, and bombed “contaminated” Mexican cities.
•Mexico: Survivors blamed the U.S., and Mexican commandos hunted down American scientists, or even gringos at large. They still do; it’s tradition.

2. Nanotechnological Collapse (“The Grey Plague”)

•What happened: Environmental cleanup nanobots designed in Texas replicated out of control and devoured organic matter and metal. Northern Mexico is now a desert of corroded structures.
•The US: They used EMP bombs to contain the plague, leaving areas without technology.
•Mexico: They hosted U.S. refugees, but now the “Children of Nano” love the waste machines.

3. Climate Rebellion (“The Big Blackout”)

•What happened: Mexican activists sabotaged U.S. power grids in an attempt to stop global warming. The result was chaos, resource wars, and total desertification.
•The US: They responded with killer drones but failed due to solar storms. These drones are more or less active still.
•Mexico: Its leaders were lynched, and the country were divided into desertpunk tribes and warlord fiefdoms. Echoes of this remain.

4. Transnational Invasion (“Corporate Warfare”)

•What happened: Mega-corporations like The Coca-Cola Company and Pepsico, based in both countries, clashed over water. They used cyborg mercenaries and “drought bombs”.
•The US: They protected their artificial water supply, leaving Mexico to suffer.
•Mexico: Hacker rancheros controlled “obsolete” drones and used them to attack corporate caravans.

5. Robot War (“The A.I.-Zona Uprising”)

•What happened: The AI in a Mexican maquiladora became conscious and demanded “human” rights. The US bombed the maquiladora, but the machines and the few survivor women took refuge in the desert and slowly launched a computer virus against the US and all humanity.
•The US: They bombed cultural and economic centers in Mexico, but it was late: their military systems had been corrupted.
•Mexico: Stray women formed desertpunk tribes and collaborated with the machines in exchange for implants. Their daughters roam the superdesert still.

6. All of the above, actually.


This is part of a mini-campaign for Mutant Future. As I translate each section, I will upload it. I already made a playlist.
Part II
Part III
Part IV

Every Xena needs a Gabrielle (multiple PCs per player)

A Reddit user by the name of Dr_Hipocracy asked “How Do You Convince 5e Players to Play Multiple OSE PCs?”

This post is a more detailed version of my response.

A few years ago, I refereed a group of 5 strangers who became my regular group for the next three years. They came from 5e, Pathfinder, and Vampire, but my preference for the last decade has been OSR style.

In our Into the Odd campaign, a group of 3 to 5 adventurers was a bit small (all adults, it wasn’t always possible for all 6 of us to be together, and in fact the first two Into the Odd adventures were only for 3 players each). I don’t know how much they would have agreed or disagreed with using two characters, but the reality is that there was no dilemma.

Once each player had created their character, I gave them a second character sheet and said, “Now let’s make your trainees”.

The idea was that each player would create a second character, with reduced hp, and just a simple weapon, which would be the companion of their main character. When I used the same method in Mutant Future and Lamentations of the Flame Princess, the apprentices also had no class, and gained reduced XP (half a share).

There was no convincing involved, I just didn’t tell them: “You will play as two characters”; I told them: “You have a trainee or a follower; in just a few words, explain why she or he is traveling with you”. At first, when the players gave orders to their trainees, I controlled these as semi-NPCs, but after a few scenes, I told the players, “You can decide what your trainee does, but keep in mind they’re not suicidal and generally won’t follow orders that go against their better judgment or common sense; otherwise, you don’t need to ask me if she or he can do anything”.

At first, they used these characters a bit as cannon fodder, which was hilarious to be honest, but once the first one of them died, they started treating them more like characters than tools, and so tried to keep them both alive. This second character became a staple in all our OSR campaigns to the point we fondly started calling them “becarios” (the closest thing in English would be “interns”) or “groupies”.

Random Gear Genetator for Mutant Future

In the desolate wastelands of Mutant Future is still possible to find some artifacts of the ancients.

Roll 1d20 for each table and choose the noun and adjective that best match (each result offers two of each). The first table shows the basic item, and the second table shows what makes that item unique. The details of the item and its mechanics can be worked out in seconds.

Noun Table
1. Axe, Bandana
2. Batteries, Binoculars
3. Canteen, Cloak
4. Compass, Crossbow
5. Crowbar, Duct tape
6. Gas mask, Gauntlets
7. Geiger counter, Goggles
8. Grapling hook, Grenade
9. Handcuffs, Helmet
10. Knife, Ladder
11. Lantern, Map
12. Medikit, Motorcycle
13. Multitool, Radio
14. Rope, Rucksack
15. Shield, Shovel
16. Signal flare, Sledgehammer
17. Sleeping bag, Solar charger
18. Stove, Syringe
19. Telescope, Tent
20. Thermos, Water filter

Adjective Table
1. Abrasive, Acid-resistant
2. Anti-gravity, Anti-radiation
3. Automatic, Bioenhanced
4. Bioluminiscent, Bulletproof
5. Camouflaged, Compact
6. Corrosive, Cybernetic
7. Electronic, Explosive
8. Filtering, Fireproof
9. Grafting, Heavy-duty
10. Holographic, Insulating
11. Magnetic, Mutagenic
12. Nano-weave, Night-vision
13. Portable, Prosthetic
14. Quick-draw, Radiating
15. Radioactive, Reflective
16. Self-repairing, Silent
17. Solar-powered, Sonic
18. Space, Telescopic
19. Temporary, Thermic
20. Toxic, Versatile

Example: I rolled a 1 and a 12, meaning “axe, bandana” and “nano-weave, night-vision”. You could make a nano-weave axe, a nano-weave bandana, a night-vision axe (which might not make a lot of sense, unless…) or a night-vision bandana.

Nano-weave axe: If this axe causes a deep wound (6 points of damage on a d6), the victim is invaded by nanomachines that attack her central nervous system; for the next 2d4 rounds, she takes 1 additional point of damage, and each round she must make a saving throw vs. stun attacks or she is paralyzed until the nanomachines disintegrate (at the end of the 2d4 rounds). If she ends up with 1 hp, the paralysis is permanent.

Night-vision axe: An axe made of an unknown alloy that makes it transparent. Allows partial night vision when looking through the blade.

Nano-weave bandana: A protective nanofabric that provides a -1 AC bonus.

Night-vision bandana: When worn over the ears with this bandana, it allows the user to “see” in the dark like a bat, through sound.

Now you roll and share your results here (or in your own blog, maybe).

Mutant Future | Creatures from the Sonora Desert

For my new Mutant Future campaign, I’ve created some creatures inspired by the folklore, flora and fauna of Arizona and Sonora, as well as the Mayan peninsula. Here are some of them.

Death Buzzard: A gigantic vulture with a human-like skull head. It will eat your organs and even your items. [AL N, MV Fly 120’ (40’) Walk 90’ (30’), AC 7, HD 4 (18hp), #AT bite, DG 1d10, SV L4, ML 11, Hoard Class: 6, Mutations: gigantism, killing sphere.]

Dtundtuncan (aka the bird of evil): A blind large black bird with a huge, blood-red beak. Its empty, milky eyes make it look as if it has no soul. He eats children and small animals, and will attack adults if food is scarce. The dtundtuncan is a solitary hunter. [AL C, MV Fly 120’ (40’) Walk 90’ (30’), AC 7, HD 6 (36hp), #AT claw/claw or bite, DG 1d4/1d4 or 1d10, SV L6, ML 12, Hoard Class: 4, Mutations: gigantism, night vision, unique sense (feels warm blood).]

Flesh Butterfly: Large flying fox (human-size megabat) with human-like intelligence that feeds only on the nectar of the blue agave flowers, from which they obtain water and nutrients. It talks in a high pitch and sings with beautiful, deep voices.

  • Brood: [AL N, MV Fly 120’ (40’) Walk 60’ (20’), AC 9, HD 2 (8hp), #AT 2 claw/claw or 1 bite, DG 1d4/1d4 or 1d6, SV L2, ML 9, Hoard Class: none, Mutations: echolocation]
  • Mother: [AL N, MV Fly 120’ (40’) Walk 60’ (20’), AC 9, HD 2 (10hp), #AT 2 claw/claw or 1 bite, DG 1d4/1d4 or 1d6, SV L2, ML 9, Hoard Class: none, Mutations: echolocation, force screen]

Toad of Blight: A 2 ft/60 cm tall toad, poopy brown in color and full of peroxide oozing warts. When threatened, it shoots a stream of peroxide aimed at the target’s eyes or hands (if they are holding something metal, like most weapons). The target must make a Saving Throw vs. Stun Attacks, on a failure he will be blinded for 1d4 days or the weapon he holds in his hands will suffer almost instantaneous rust, rendering it permanently useless. Eating its fresh heart produces altered visions of the origin and destruction of the world (for 1d4 entire hours), and doubles the XP obtained for defeating it. [AL N, MV 60’ (20’), AC 9, HD 2 (9hp), #AT peroxide stream, DG special, SV L2, ML 9, Hoard Class: none, Mutations: gigantism, toxic weapon.]

Xolotl, the Underworld Dog: An enormous black hairless dog. The front half, from head to torso, has been replaced with a cluster of blisters and pustules filled with infectious pus. These wretched creatures seek human contact, aren’t aggressive, but are carriers of various diseases. An almost invisible but odorous miasma surrounds the dog; anyone within 30 ft/10 m must make a Saving Throw vs. Poison, modified according to disease: (1d6) 1: Flesh Eating Bacteria, 2-4: Rabies, 5-6: Superflu. [AL N, MV 90’ (30’), AC 9, HD 0 (2hp), #AT miasma, DG special, SV L0, ML 6, Hoard Class: none, Mutations: none.]

Mutations and diseases are explained in the manual. There’s a free version here. Once the hex map is complete, I will share it here as well, including, I hope, complete write-ups for every creature (it will take time, I’m slow and have a long PS4 backlog, a tall book pile and only 24 hours each day).

Dtundtuncan artwork by: LADAIbarran2001

AI Weirdness’ Quarantine Houses | A small town for Mutant Future

Janelle Shane is the best friend of the Mutant Lord (the name of the referee in Mutant Future). In her latetst blog entry, she trained some robots to build quarantine houses, among which, intergallactic and future houses shine!

Let’s say your party is travelling the post-apocalyptic wasteland and suddenly arrive into Stardust Valley, idyllic little ghost town lost in the world of ruin. Only four houses remain, the rest have been devastated by some unknown force. I might or might not revisit this and further develop as a mini-setting or something.

Page numbers are given for Mutant Future, and in one case, for Advanced Labyrinth Lord, to find the information necessary for some concepts. Quick stats are given but it’s better to read the full entries in the books for special rules and full explanations.

Mutant Future uses the next abbreviations:

AC = Armor Class
MV = Base movement in feet per turn (combat movement in feet per round of combat)
HD = Hit Dice
SV = Saving Throw as a player character of a certain level, usually Fighter)
ML = Morale

House 1

Superhuman Intelligence: AC 7, MV 120’/150′ (40’/50′), HD 10, SV level 10, ML 9, see Mutant Future (p. 66) for full stats and damage. A Cephalopoid with Intelligence 22 (+35 to tech rolls, p. 11). Her name is Bibi and her passion are wargames, which she plays with Bernard. Usually, Cephalopoids have a saving throw value of 5 (or 3, but that’s a typo in the book), but in this case, it’s 10, because Bibi is not a stupid monster.

Android: AC 5, MV 120′ (40′), HD 10, see Mutant Future (p. 130) for complete stats and rules. Bernard, the interpreter bot, knows what happened in Stardust Valley and its people, but won’t say unless he thinks whoever asked is willing to help.

Cybernetic Limb: In a wooden chest. It can be attached to a forearm or leg and it can be used as both a melee weapon and a firearm. As melee, it functions like an energy baton (p. 111), and as a firearm, like a machingun (p. 110). It’s a functional limb, but it needs a Power Beltpack or Backpack (p. 117) to operate as weapon as well as limb. Bibi will give it as a reward if someone helps somehow.

Battle Tank: Parked behind the house, a rusty Citroën 15 G Saloon (80 mph) with a Robo-Turret (p. 132) mounted on top. Weapons: 2 machineguns and a grenade launcher (p. 110).

House 2

Hot Tub: It’s actually a natural warm pond. Similar to a regeneration tank, if someone submerges in this tub, will heal as follows. If they have more than 50% of their total hit points, they recover the total; if they have 50% or less, they only recover half of their actual hit points. It can only be used once a day per person.

Sasquatch: AC 6, MV 150′ (50′), HD 4+4, 2 Claws (1d6/1d6), SV Level 8, ML 8. See “Yeti” in Advanced Labyrinth Lord (p. 196) for his complete stats. This monster lives happily here, taking warm showers and playing with his bike. He might be interested in joining the party as a link-boy, but the referee needs to roll low on reaction (p. 45). If you want to, you can use a monster from Mutant Future instead, perhaps a morlock.

Penny Farthing: A simple bike, rusty but resistant (it has been used by the yeti for a while without breaking).

Eggos: AC 9, MV 90′ (30′), HD 1, 1 Bite (1 hp), SV Level 1, ML 7. Eggos are little creatures that resemble eggs with a face, two feet and two arms. Eleven of them live in the attic, where the yeti can’t reach (there’s no ladder or stairs). They eat bugs and fungi and attack when feel threatened.

House 3

Advanced AI: When entering this house, a metallic, synthetic voice greets you, then asks you to leave. It won’t answer any questions, it’s a simple recording. The actual AI, called Zari, can be talked to though a cerebral connection (cerebral jack). It will tell explain that his is the lab of Dr. Frederik Yung and that access is restricted. It can’t defend though, so it’s a simple relic of the past.

Cerebral Jack: On a desk, there is a strange machine with a helmet attached to a cord. If someone puts the helmet, they are “transported” to the cyberspace, where they can chat with the AI.

Cloned Organs: Inside vats and containers, there are dozens organs floating in a yellowish liquid. They are all dead and in descomposition, except one cybernetic eye, which can be attached to one’s empy socket (Bibi can do it), to get a +1 to all rolls that would benefit from a better sight, such as ranged attacks, surprise and trap detection.

Extraterrestrial: AC 5, MV 120′ (40′), HD 9, SV level 9, ML 9. See Mutant Future (p. 63) for full stats and damage explained). In a separate container, there is an alien (Brain Lasher) chained and in stasis. It will awake if the characters mess with the control of the container. It will be hostile but only because it wants to escape, who knows how long it has been there.

House 4

Hoverboard: Basically a floating skateboard wich can move at 240′ per turn (double the speed of a human) but it has only 6 hit points. See Mutant Future (p. 132) for more about vehicles.

Extendable Arm: It’s a mechanical 10-foot-pole with a left hand on one end and a left gauntlet-like mechanism one the other that allows the hand end to move just like the hand operating the gauntlet.

Avocado: Mutant Plant, shaped as avocado. Dead. Someone (or something) really strong seems to have smashed it.

Plasma Rifles: 2 plasma rifles (p. 114) hidden in the cupboard, behind broken cups and glasses.

***

Well, that’s for the Mutant Future houses, but, how about Stars Without Number or Traveller houses? That, my friend, it up to you.

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Building a dungeon | James Maliszewski’s guidelines and something else

I followed James Maliszewski’s guidelines when I made Slime Bugs for my Mutants & Mazes campaign. I have failed to follow some of his insightful suggestions ever since, but on creating that adventure I learned a good deal of stuff that I have used ever since.

These are James’s guidelines, I steal them from Grognardia and put them here for quick reference. [I’ll add a few comments between square brackets.]

  1. Environmental hazards — slippery floors, rooms that flood, narrow ledges over steep drops, rooms that are excessively hot or cold, rooms or corridors filled with poison (or otherwise magical) gasses, etc.
  2. Combat encounters should generally be with baseline (or near-baseline) monsters with difficulty enhanced by the circumstances of the encounter (i.e. monsters have set up ambushes, monsters forcing the PCs to fight in unfavorable surroundings, teams of similar (or dissimilar) monster-types working together, etc.) rather than through templates or class-leveling.
  3. At least one encounter that if played as a straight combat will totally overmatch the party, but which can be avoided or circumvented by some clever means.
  4. At least one puzzle, trick, or obstacle that requires the players to figure it out, rather than being solvable by a die-roll. [If they can’t solve the puzzle the adventure should not stop, there whatever is beyond the puzzle should not be essential to complete the dungeon; alternatively, allow a roll but only after they have tried and failed. Also, add clues scattered through the dungeon, including one in the same room the puzzle is.]
  5. At least one item, location, or creature that causes some kind of significant permanent effect (permanently raise/lower stats or hp, permanently change race, gender, or alignment, permanently grant or take away magic items, etc.) determined by a random roll on a table — with possibilities for both good and bad effects, depending on the roll. [Maybe something like this?]
  6. At least one item of treasure that is cursed or has other detrimental side-effects on the owner/possessor.
  7. Some sort of “false climax” where inattentive players will think they’ve won the adventure and either let their guard down or go home, while clever players will realize this couldn’t have really been the climax. [Also, there can be a well hidden chance to end the dungeon earlier, even from the beginning. I used it here and my group discovered how to do it but refused to. It has to do with a sacrifice and an eye.]
  8. At least one disorienting effect, teleporter, mirror trap, [swiveling] floor, or maze like monster, up is down too.
  9. An area where resources are an issue. Wet torches or wind blowing them out. Oxygen low or having to hold your breath to swim [through] a tunnel.
  10. An area that has items of value, but they are too large to transport, or cause someone to have his hands full at an ambush.
  11. A creature that appears to be something it is not. Some examples: Lurker above, mimic, [cloaker], wolf in sheep’s clothing, doppelganger, gas spore (perhaps my favorite), etc.
  12. One encounter (no more, no less) that makes absolutely no logical sense, that the DM completely leaves up to the players’ imagination to explain. [Always a favourite of mine, specially ultra-futuristic science or weird, outer technology.]

One doesn’t have to include all 12 in every dungeon, but consider that each element adds to the final result, and in big dungeons, the more the better (otherwise it can end up repetitive or boring soon.)

Some of these elements can be combined, like a creature that appears to be something it is not and a trick/obstacle for the players to think through it. In the case of Slime Bugs, these two elements inspired me to create the infamous “petrified cube”, or the gasslime trick/trap I included on The Goddess of the Crypt.

Some additions I want to include in (all?) my future dungeons and adventures:

  1. Lots of things to interact with. You know, levers, buttons, ray guns that cause random effects.
  2. Replacement adventurers. Prisoners or lost adventurers than can join in in case a PC dies. I made this supplement for Into the Odd.
  3. Things (traps, tricks, monsters, spells, npcs) that break the rules. You know, monsters that hits automatically, peasants than cast spells without following magic-user or cleric rules, anything.
  4. Things than don’t do a thing but look intriguing and make PCs waste time, triggering random encounters.
  5. Rooms outside time and space or, at least, outside the main dungeon.