Nothing Special   »   [go: up one dir, main page]

Against The Atomic Overlord

Download as pdf or txt
Download as pdf or txt
You are on page 1of 36

A LEVEL 5 ADVENTURE

By Edgar D. Johnson III • Cover artist and cartographer: Doug


Kovacs • Editor: Jen Brinkman • Interior artists: Doug Kovacs,
Brad McDevitt, Stefan Poag, Michael Wilson • Art direction:
Joseph Goodman • Layout: Lester B. Portly
Playtesters: Todd Bunn, Donna Davidson, Mark Hatton, Gabriel
Perez Gallardi, Robert Gregory, Eric Hoffman, Sam Holden,
Vernon Jennings, Doug Kovacs, Darren Long, James MacGeorge,
Kevin McDaniel, Adam Muszkiewicz, Phil Spitzer, Wayne
Snyder, Doug Russell, Marcos Sastre, James Smith, Micah
Smith, Will Smith, Robert Supinger, Doyle Tavener, Killian
Taylor, Beau Walker, Jim Wampler, and Niki Weber.

DCC RPG and this adventure are copyright © 2015 Goodman Games. Dungeon Crawl Classics is a
trademark of Goodman Games. DCC RPG is published under the Open Game License. Refer to the OGL
in this work for additional information.

www.goodman-games.com

Page 1
INTRODUCTION SUMMARY OF
fter being transported to the hitherto-unknown

A planet Mezar-Kul, the adventurers find them-


selves embroiled in a war between Itai the Oracle
and its hardy band of strange and savage humanoids, and
the Overlord, a mighty necromancer secure in its fortress of
ADVENTURE ELEMENTS
Against the Atomic Overlord is a combination hex crawl
and dungeon crawl that follows a plot path, but also
allows for sandbox play. Keyed encounters in sepa-
blackened metal. Against the grinding offense of the Over- rate areas of the hex map contain plot points, but the
lord’s troops, the plight of Itai and its guardians seemed abundance of un-keyed terrain means that players
hopeless; but then it was contacted by a spirit of the void – may make choices outside of the areas elaborated
Atraz A’zul, Mother of Spiders – who made a bargain with here. To adapt to player decisions that go beyond the
Itai. In exchange for everything Itai knows, Atraz A’zul written adventure, keep some things in mind:
sends help in the form of the adventuring party. The pow-
ers of their spellcasters can unlock the power of an ancient • The factions act consistently in their own inter-
weapon, and defeat Itai’s greatest enemy. ests. Use what you know about them to decide
what they do, both in regard to each other and in
To succeed, they must navigate a warzone while avoiding
reaction to the PCs’ progress through the adven-
its many dangers, find a potent weapon and bargain with
ture (see Appendix A).
its alien guardians, and slay the Overlord in its colossal
metal fortress. • Most of the dead city’s denizens inhabit the Un-
Against the Atomic Overlord is designed for six to eight 5th- dercity (Areas 2, 3, and 4), fortifying and defend-
level characters, including at least one spellcaster. ing strongholds, and using key terrain features
to protect themselves (e.g., guarding bridges and
other chokepoints). Improvise these locations as
GETTING TO MEZAR-KUL needed.
(AND BACK)
• The surface is mostly deserted, but there are
he judge should transport the party to Mezar-Kul

T
possible encounters with representatives of ev-
by means that make sense within her own cam- ery faction, wild creatures, and artifacts of the
paign. Here are a few ideas to consider: war (e.g., landmines, toxic substances, and pock-
• A wizard drafts the party to fulfill a patron’s quest. She ets of mutagenic radiation). Some are included,
promises them rich rewards, and offers a substantial but judges may wish to add to them (see Appen-
retainer. They arrive on Mezar-Kul via the planar step dix C).
spell, and are given means to return. • A monorail system runs through the eastern re-
• One of the party’s wizards finds a grimoire filled with gion of the hex map (see sidebar: The Monorail,
speculations about a hidden world, and a ritual to cre- page 12). It is easier and safer to ride the mono-
ate a gateway leading there. This “found” item has, in rail than to cross the ruins. Vor the Teknikat (Ap-
fact, been planted by a powerful patron. pendix A) controls the monorail and its stations,
and knows what occurs there.
• A mysterious tower appears nearby. It is actually a
rocket ship sent to ensnare adventurers and bring them • To “win,” the PCs must locate the Great Egg (Area
to Mezar-Kul. 4-6B) and deploy this device near the Overlord’s
megatank fortress (Area 5-1A). Itai the sentient
• The party finds a device capable of transporting them AI (Area 2-11) can provide directions. Da’brok
to Mezar-Kul. the alien scientist (Area 4-1) can tell them how
However you choose to get the party to Mezar-Kul, start to change the device to heal the planet instead
with the “Player Beginning” section. Also consider how the of corrupting it totally. The monorail’s Gold Line
party might return. Examples: Allying with Da’brok the (Area 3-12) is the easiest delivery method.
alien scientist, who has a spaceship of his own; or having a • Activating the Great Egg requires spellcasters
spell or scroll of planar step, a technological or arcane portal, (see “Triggering the Great Egg,” page 17).
or some other contrivance for the players to access.
• Magic can interfere with the technology. If a
BACKGROUND spellcaster uses a spell, have that PC roll a DC
13 save modified by his or her Luck. If it fails,
ezar-Kul is a ravaged land, the site of an endless nearby devices (or creatures) are affected (e.g.,

M war with no clear winners, and host to hordes of


horrible mutant creatures of incredible size and
ferocity, all vying for their next meals. These creatures are
blowout, shutdown, damaged, runaway effect,
etc., depending on object’s function).

Page 2
survivors, whether because of fighting ability, telepathic
and other mental powers, or simply because they run fast
and hide well.
The dead city is the site of an ancient missile strike. A high
line of cliffs bisects the city, east side divided from west. A
river flows through the city from north to south, hugging
the east (low) side of the cliffs.
In the western region, a huge, still-radioactive crater and
a field of blasted rubble, covered in rank, mutant vegeta-
tion and populated with creatures out of nightmare, stand
testament to the power of the Ancients’ martial prowess.
Mutagenic radiation creates a hellscape of disease and cor-
ruption.
The east region was partially shielded by the cliffs. Many
tall buildings were reduced to ruins, but some of the low-
er and hardier structures remain, and much of the city’s
monorail system still stands, many sections fully opera-
tional. On the northern edge of this region stands the metal
fortress of the Overlord, a now-decrepit mobile command
post and remnant of the war.
Among the southern ruins of this region, and along the
monorail lines, the minions of Vor the Teknikat, a maker
of living constructs, contend with the other factions, espe-
cially the hated Overlord (see sidebar: Factions of the Dead
City).
At the far eastern edge of the city, Da’brok the alien scien-
tist lives in a hidden missile silo containing the Great Egg, a
device the PCs must possess to fulfill their quest.

ENCOUNTER TABLE
Area Type Encounter Area Type Encounter
1-1 C 8 kozaks with overseers 3-2 C 6 to 10 feral korgu
6 malga T irradiated water
25 Urah 3-3 C 2 gorva
1-2 C 1 warlord with overseer 3-4 C 0 to 16 feral korgu
12 kozaks with overseers 3-5 C chance of feral korgu
2-3 T fire bomb 3-7 C zarn
2-5 C 6 or more Urah 4-1 C Da’brok
2-6 T electrical grid 12 korgu
2-8 C 6 or more Urah 4-6B P the Great Egg
2-9 C 12 Urah 5-1A C megatank
2-10 C 20 Urah 4 + 4 screamers
2-11 T knockout gas 2 clubbers
C 20 Urah 5-1B C 2 warlords
2-14 C 4 feral korgu 16 kozaks with overseers
3-1 C nanoplasm
Page 3
FACTIONS OF THE DEAD CITY
The four factions of the dead city have different inter- • The PCs: Persuades them to join, enslaves them, or
ests, philosophies, and tactics. They are described in kills them.
detail in Appendix A, and summarized here. Judges
should keep the following in mind as they role-play the Da’brok and the Korgu
various factions:
• What: Alien scientist and genetically engineered oc-
Itai the Oracle and the Urah topoid guardians.
• What: Sentient artificial intelligence and genetically • Want: To study war and unlock secret of Great Egg
engineered humanoid guardians. (Area 4-6B).
• Want: To end the war through triggering the Great • Where: Derelict missile silo on east side of the dead
Egg. city (Area 4).
• Where: Stronghold under western cliffs (Area 2). • Play Style: Peaceful and earnest; guardians use am-
• Play Style: Itai is wily and manipulative; the Urah bush tactics and lead enemies into traps.
adapt quickly in combat, using both formations and • The PCs: Aids them and helps them figure out how
guerilla tactics.
to use the Great Egg to heal Mezar-Kul.
• The PCs: Itai arms them with weapons and biased
Vor the Teknikat and Her Constructs
information, and uses them to achieve its ends.
The Overlord and Its Army • What: Cybernetic creature and her constructs.

• What: Cybernetic brain in a gigantic tank, and its • Want: Immortality and a functioning city.
enslaved army. • Where: Southeastern ruins and along monorail lines.
• Wants: Total conquest. • Play Style: Watchful and protective of city assets;
• Where: Ruins on north side of dead city (Area 5-1A). constructs use direct and aggressive frontal assault
with little concern for tactics.
• Play Style: Direct in all things; both recruits and en-
slaves foes; its army uses formations and rigid tacti- • The PCs: Watches them and skirmishes if necessary,
cal discipline. but confronts/attacks them only if threatened.

ADVENTURING IN Surface Areas and Encounters

THE DEAD CITY The surface layer of the city is divided by a line of high
cliffs with a river running along them on the eastern (low-
gainst the Atomic Overlord sends the PCs into a er) side. The western (upper) side of the city is a dangerous,

A warzone, a desperate and perilous place where


they should feel out of control and anxious. Judg-
es should press the party frequently, using a combination
of ambushes, booby traps, and the like to keep the players
mutagenic hellscape which gives rise to wild creatures to
complement the dangers of the four factions. All creatures
are detailed in Appendix B. Judges should include their
own, if needed or desired.
on edge, and occasionally throw enough force at them to The ruined surface areas have few intact buildings. The
make retreat the only smart option. The opposition has no monorail stations remain the only significant structures to
mercy, and failure by players to use smart tactics, including escape destruction. Dangerous encounters can occur on the
scouting, cover, and advantages from terrain features, can surface, with troops of the various factions, among other
easily result in total party annihilation. At the same time, hazards.
the party must be careful not to expend its resources before
Underground Areas and Encounters
the final, decisive encounter.
Aside from a few lone, alpha predators (like the zarn in
Though there are many keyed encounter areas in this ad- Area 3-7), the underground consists mostly of long, emp-
venture, the dead city is too vast to elaborate in this space. ty stretches of tunnels and chambers. There certainly are
Should your adventuring party go wandering, keep the a variety of weird creatures, but few of them endanger
following in mind: The dead city consists of two main the adventurers—this world’s equivalent of cockroaches.
“layers”(surface and underground) and two main regions However, there are many bands of wild korgu, and it’s not
(east and west). Treat the surface area as a hex crawl and uncommon to find Vor’s constructs underground—espe-
the Undercity as a dungeon crawl. cially nanoplasms, the worker bees to her queenly self.

Page 4
PLAYER BEGINNING through the haze. For a moment, the northern horizon clears, re-
vealing a ruined city, a few broken spires clawing at the skies
he dead city is the site of the final battle of what above. A river runs north-south through the center of the city,

T might be the last war. It is home to an artificial in-


telligence known as Itai the Oracle and its guard-
ians, the Urah.
bisecting it. Before you are able to see much more, a group of
shadowy figures emerges from the dust. Just as you register their
presence, two raise their arms and attack with bursts of eldritch
power!
However the PCs might arrive, their coming is anticipated
by Itai the Oracle, as the fulfillment of a bargain with a su- The PCs are attacked by a patrol of the Overlord’s troops,
pernatural patron, Atraz A’zul. Itai has sent the Urah to es- located on the right, rear flank of a larger battle between the
cort the adventurers to its subterranean compound (Area Overlord’s forces and Itai’s guardians, the Urah.
2). Unfortunately, the Overlord has also sent a heavy patrol Malga (6): Init +5; Atk bite +4 melee (1d6 plus shock); AC
into the area (1-1), disrupting this meeting. 14; HD 2d8; hp 8 each; MV 45’; Act 1d20; SP cybernetic
creature (immune to sleep, charm, and any effects requiring
PART 1: a Will save; vulnerable to electrical attacks), shock (DC 18
Fort save or stunned for 1 turn); SV Fort +2, Ref +5, Will
immune; AL L.
FULFILLMENT OF Kozaks (8): Init +1; Atk saw +4 melee (1d8+4) or arc gun +5
THE BARGAIN missile (1d8+2 plus DC 13 Fort save or stunned for 1d4+1
rounds); AC 16; HD 5d10; hp 25 each; MV 25’; Act 1d20; SP
Area 1-1 – Arrival Area: You arrive in a wasteland. Gusty cybernetic creature (immune to sleep, charm, and any effects
winds blow grey-white dust, forming swirling devils and billow- requiring a Will save; vulnerable to electrical attacks), over-
ing clouds, and making it difficult to see more than a few yards seer; SV Fort +6, Ref +2, Will immune; AL L.

Page 5
them. Their commander floats atop a horseless chariot directing
the larger force. It signals commands to its troops, and they drive
toward the retreating infantry. The smaller force retreats rapidly,
carrying their wounded and dead with them. Your rescuers leap
back onto their mounts and charge toward the force led by the
charioteer, waving for you to join them.
Show the players Handout A.
The “friendly” force attacks the warlord in his floating
chariot, even if the PCs do not follow. The creatures listed
below are the main force surrounding the warlord. If all
are slain, the rest of the army routs. If the warlord is killed,
its squad must be controlled directly by the Overlord with
their overseers—weird, crab-like creatures tapped into
their skulls—reducing their initiative and attack rolls by 2.
Warlord: Init +4; Atk saber +7 melee (1d8+3) or plasma
cannon +4 missile (2d6 plus DC 12 Ref save or 1d4 splash
damage to any in 20’ radius); AC 17; HD 6d12; hp 41; MV
30’ afoot or 60’ in chariot; Act 1d20+1d16; SP overseer; SV
Fort +5, Ref +5, Will +4; AL L.
Kozaks (12): Init +1; Atk saw +4 melee (1d8+4) or arc gun
+5 missile (1d8+2 plus DC 13 Fort save or stunned for
1d4+1 rounds); AC 16; HD 5d10; hp 24 each; MV 25’; Act
1d20; SP cybernetic creature (immune to sleep, charm, and
any effects requiring a Will save; vulnerable to electrical at-
tacks), overseer; SV Fort +6, Ref +2, Will immune; AL L.
Overseers (13): Init -1; Atk control spike +2 (1d2); AC 18;
HD 1d4; hp 2 each; MV 30’; Act 1d20; SP mind control (may
control its host: opposed Will save to resist), cybernetic
Overseers (8): Init -1; Atk control spike +2 (1d2); AC 18; creature (immune to sleep, charm, and any effects requiring
HD 1d4; hp 2 each; MV 30’; Act 1d20; SP mind control (may a Will save; vulnerable to electrical attacks); SV Fort +2, Ref
control its host: opposed Will save to resist), cybernetic -2, Will +7; AL L.
creature (immune to sleep, charm, and any effects requiring Area 1-3 – The Aftermath of Battle: The remainder of
a Will save; vulnerable to electrical attacks); SV Fort +2, Ref the enemy host has broken off the attack and retreated northwest.
-2, Will +7; AL L. The creatures who aided you approach as their foes fade into the
After two rounds of combat, the party is joined in the fight haze. The leader speaks to you in an unknown language, but a
by 25 Urah cavalry (charging in from the east via the river’s tinny voice emanates from a small box strapped to its chest, and
shallow ford), who help them defeat the Overlord’s troops. requests (in Common) that you accompany them to see Itai the
Oracle, who is expecting you.
Say something like the following: A formation of humanoid
creatures with weirdly-mottled, grey skins, and riding huge, If the players decide not to follow the Urah to see Itai, the
fierce-looking mounts breaks like a wave upon the attacking foe, judge should adapt the story based on these guidelines:
sending them tumbling. The riders slash about them with heavy
• It’s best that the PCs follow the Urah, who lead the par-
glaives attached to strange missile weapons, with which they also
ty to Itai the Oracle, but not strictly necessary. If they
fire bolts at the fleeing remainder of the enemy force.
don’t go willingly, the increasingly desperate Itai even-
Go directly to Area 1-2. tually sends the Urah to capture one or two of the PCs
so that it can make its offer.
Area 1-2 – Battle at the Edge of the Dead City: The
skirmish over, several of the creatures dismount to stab viciously • Following the Overlord’s troops leads them around the
at the wriggling, crab-like creatures attached to the backs of their city toward Area 5-1A. The Overlord attempts to cap-
foes’ skulls. ture and dominate them with overseers.
The winds calm, and you see that you stand on the edge of a • Entering the dead city on their own leads them into the
greater struggle. To the northeast, toward the ruins, a pack of the rubble. It’s a dangerous place full of fell beasts, and the
weird, dog-like creatures harries a force of retreating infantry. locale of frequent, factional skirmishes. It also contains
To your north, you see troops in formation moving to engage a functional monorail system.

Page 6
PART 2: UNDER THE DEAD CITY
udges’ Note: Much of what follows assumes that character setting off the trap takes 1d8 additional damage

J the party follows the Urah willingly from the ini-


tial battle site, into Itai’s lair in the Undercity. If so,
the party is led straight to Area 2-11 to meet Itai the Oracle.
Should the party venture into the Undercity without benefit
the first round). A successful Find Traps roll (DC 15) deter-
mines the presence of the device, but not its exact function.
Disarming it is difficult (DC 20), as it has a motion-activat-
ed, electronic trigger.
of escort, the Urah reaction depends on the PCs’ behavior.
The Urah have been told not to kill them unless absolutely If the PCs set off the trap, the Urah guards in Area 2-5 come
necessary. The Urah attempt first to parley with them, to to investigate, and attempt to capture the surviving PCs. If
convince them to attend the Oracle. If the PCs refuse, the they resist, the Urah send a runner for reinforcements.
Urah use knockout gas grenades (DC 20 Fort save). Urah Area 2-4 – Septic Processing: Beyond the door is a room
are immune. They are bound and brought to Area 2-11. In filled with piping of various diameters; some of the largest pipes
addition to the forces listed in the area descriptions, there have metal wheels extending from their joints. The floor is cov-
are 40 more Urah in Areas 2-10 and 2-11. They supply rein- ered in metal grating, which rattles and echoes with a low vibra-
forcements as needed. tion, and flickering lights can be seen to the northwest.
Area 2-1 – Underground Entrance: A mostly-hidden The northwestern corner of this room contains the controls
tunnel enters the cliffside to your north. At first, it’s little more for the area’s septic system (show players Handout E). If
than a crack. It widens gradually as you go deeper into the rock, PCs pull any levers or turn any valves, the effects are as
the daylight behind you fading rapidly. You soon find yourselves follows:
among rooms and corridors that clearly are parts of constructed
underground spaces. • Changing the “A” switch to the leftmost setting causes
dangerous overpressure, and triggers a release valve.
Many of the corridors and rooms in the Undercity are aban- If this happens, the blast door drops from the ceiling to
doned by the Urah, and filled with collapsed passages, ver- isolate the controls from the rising sewerage and close/
min, and clutter. Traps are deployed in some of the spaces lock the western door. Methane begins to fill the room.
to take care of any larger predators that might try to take up The PCs must react quickly to escape before they are
residence. If they are not traveling with the Urah, the PCs overcome by the fumes (Fort save each round, DC 5 +
don’t know which rooms contain traps or creatures, and 5 per round). Any open flame or fire-based spell ignites
won’t be led through the “safe” route. the methane after 2 rounds (2d6 damage per round).
Area 2-2 – Collapsed Area: A corridor ends in a collapse of Opening one of the doors requires a DC 20 Pick Locks
strange stone, with roughly broken rods of metal jutting out from check.
it, like bones from flesh. • Changing any of the “B” switches to the “up” position
Many areas in the ruins reveal the presence of reinforced begins one aspect of the facility’s cleaning cycle. Switch
concrete, steel beams, and other detritus of modern con- 1: The blast door drops. Switch 2: The area outside is
struction methods. In a playtest, one of the dwarven char- flushed with cleaning chemicals “(DC 15 Fort save or
acters was told that the reinforced concrete “tastes like pure blinded until healed). Switch 3: Steam cycle (any PC
mortar, but has bones of iron.” Judges are encouraged to not shielded by blast door takes 40 damage, DC 25 Fort
describe such anachronisms without using modern terms save for half damage).
for what the PCs encounter. • The “C” valves control water or sewage in the Urah
Area 2-3 – Trapped Torture Room: The door opens in- stronghold (Area 2-5). Turning them can shut down
ward into a mostly barren room. Three figures hang suspended (clockwise) or activate (counter-clockwise) the system.
and unmoving from manacles fixed to the south wall. They do not The Urah guards in Area 2-5 come to investigate the alarm,
react as you enter. On the north side, a pile of clothing, weapons, and attempt to capture any surviving PCs. The Urah send a
and other oddments lie on the floor in a loose pile. A table stands runner for reinforcements, if attacked.
against the south side of the eastern wall, and there is a door on
the north side of the eastern wall. Area 2-5 – Urah Guardpost: A steady glow of blue-white
light emanates from the eastern passage of a four-way intersec-
The room appears to be a torture chamber, as evidenced by tion. The other passages extend north and west into darkness.
prisoners and implements on the table. It actually is a trap
set by the Urah. The “corpses” suspended from the south About a half mile into the Undercity, the PCs encounter a
wall wear the clothing of the Overlord’s kozak troops, but group of 6 Urah guards carrying electric lanterns. Normal-
are dummies. The one nearest the western door is an im- ly, they would wait in the dark, but, on the orders of Itai,
provised fire bomb, and the others are filled with bladders they are attempting not to surprise the PCs, and possibly
of flammable jelly. Any significant jarring of the “prison- cause a conflict. If the PCs are accompanied by Urah from
ers” sets off the flame trap (2d8 damage + 1d4 damage per Area 1-3, then they are waved through. If the PCs chose not
round until fire is extinguished via DC 15 Ref save; the to accompany the Urah initially, this group greets them and

Page 7
invites them to speak with Itai the Oracle. Should the PCs (1d6+deed die); AC 17; HD 5d12; hp 35 each; MV 35’; Act
attack, they respond in kind, raise an alarm for addition- 1d20+1d16; SP martial expertise (deed die [1d6], improved
al reinforcements (5 additional Urah arrive every round), threat range [19-20]), camouflage (+5 to hide), retractable
overwhelm and subdue the PCs, and bring them to Area claws, auto-euthanasia; SV Fort +5, Ref +5, Will +4; AL L.
2-11.
Area 2-9 – Urah Common Area: The heavy door slides
Urah (6): Init +7; Atk glaive +3 melee (1d8+3+deed die), noiselessly into the ceiling, opening into a large room. A dozen
claw +3 melee (1d4+3+deed die), or spring gun +3 missile of the humanoids are busy at various tasks, from maintaining
(1d6+deed die); AC 17; HD 5d12; hp 35 each; MV 35’; Act weapons to eating. In the northeast corner, a railing surrounds
1d20+1d16; SP martial expertise (deed die [1d6], improved a spiral stairway leading below. To the west, an open doorway
threat range [19-20]), camouflage (+5 to hide), retractable reveals another room.
claws, auto-euthanasia; SV Fort +5, Ref +5, Will +4; AL L.
This room is filled with tables and seating. An area has been
Area 2-6 – Vermin Trap: Assorted trash, bones, and other cleared for “friendly” hand–to-hand sparring. Should the
detritus litter the floor of this octagonal chamber, and a smell PCs spend much time here, they may be challenged to a
of decaying meat permeates the air. An arched passageway leads “no-claws” grappling match.
away to the north.
A grid under the trash emits an electrical discharge when SIMPLE GRAPPLING
pressure is applied (2d8 damage, DC 20 Fort save for half).
Rotting meat serves as bait for potential vermin. There is If one or more of the adventurers chooses to grapple
a 10-foot “safe zone” around the perimeter of the room. A with the Urah (or anyone else), handle it as follows:
trapdoor is concealed under a pile of trash and rubble on
Mighty Deeds of Arms may be used (e.g., pushbacks
the east side of the room, beyond the grid. An open pas-
and trips and throws in DCC RPG core rules).
sageway leads north to a locked, steel door (DC 15 Pick
Locks check to open). Non-martial PCs can also grapple, but don’t get a
Area 2-7 – Killzone: The heavy steel door opens inward onto deed die. Thieves and halflings, though, can use the
a stone platform. A bridge of steel grating extends north, toward Luck die.
a fortified area. Grappling is a test of Strength and Agility (Urah are
Note that Areas 2-7 and 2-8 are very close together. Six Urah at +3/+3 for each).
troopers can fire (in cover, behind sandbags) from 2-8 into After an initiative roll, each grappler acts in turn. He
2-7, and into the corridor beyond, if the door is left open or she may either attempt to (1) takedown, (2) escape,
(stats listed in description for Area 2-8). (3) clinch, (4) reverse, or (5) pin an opponent.
If the PCs are accompanied by other Urah, the guards • Takedown: a trip or throw to put the opponent
in Area 2-8 hail the approaching group and wave them prone on the ground (Strength or Agility).
through. If they are not with other Urah, they challenge
the PCs, and summon reinforcements. 10 additional Urah • Escape: an attempt to break contact (Agility only).
arrive within 2 rounds, and additional reinforcements (if
• Clinch: a hold or position that puts the opponent
needed) arrive at a rate of 2d3 per round. They attempt to
at a disadvantage (Strength only).
parley with PCs to meet peacefully with Itai, but fight if
attacked. Quarter is granted if the party surrenders. The • Reverse: a maneuver to change which combatant
Urah are behind sandbag fortifications, and ranged attacks controls a clinch (Agility only).
against them are at a -2 penalty to hit.
• Pin: pressing the opponent’s back to the ground.
Area 2-8 – Fortified Guard Post: A short bridge of steel A successful takedown and clinch must precede
grating leads to a platform fortified with piled sandbags. 6 hu- the attempt to pin (Strength only).
manoids stand guard here. They have more of the strange lan-
terns. You can see cached food and water, and sheaves of bolts for The applicable modifier (Strength or Agility) should
their strange crossbows. be added to a d20 roll to determine the outcome of
an attempt. The match is over once a combatant has
The guard post sits atop a steel grating platform. A ladder been pinned. Judges could modify these simple rules
on the northeastern edge drops 20’ to the concrete floor. to provide a more flamboyant “lucha libre” style,
Steel poles support the grating where the guards are post- and various grapplers can have signature maneuvers
ed. The room below contains crates and barrels of supplies. resulting in the outcomes discussed above. Judges
A steel door in the east wall leads to Area 2-12.
could even provide steel cages for matches, folding
Urah (6): Init +7; Atk glaive +3 melee (1d8+3+deed die), chairs, etc., for more “color,” if desired.
claw +3 melee (1d4+3+deed die), or spring gun +3 missile
Page 8
Area 2-10 – Living Quarters: Tables, chairs, and bunk beds erences to technology or other anachronistic turns of
fill this room. An arched opening to the south leads into a bathing phrase. For example, Itai claims to be a spirit impris-
chamber. oned in the box from which it speaks, but can project
itself elsewhere, where similar artifacts reside.
The bunks are made of welded metal pipe, painted grey. A
footlocker sits at each end of the bunks. • Itai wants them to quest for a device it calls the “Great
Egg.” It provides a device to lead them to its location:
Area 2-11 – Itai the Oracle: After descending the spiral a small box with a black glass panel. A red dot on the
stair, you enter a short corridor leading east to a steel door. Be- panel represents the direction of the missile silo (Area
yond the door is a small, dark room with a ladder climbing 20’ to 4). The PCs must decide how best to reach it, starting in
a small platform and another door. the bottom of Area 2-8.
Assuming that the PCs are here willingly, they are allowed • Itai also provides a key card for the silo holding the
to climb the ladder and enter the door at the top. Great Egg (Area 4-6) and the Gold Line of the mono-
Hostile PCs can enter the ladder room, but both doors lock rail (Area 3-12), and a “magical” artifact they can use to
(DC 25 Pick Locks check) and the compartment floods help Itai speak to them (remote uplink module). Itai has
with knockout gas (DC 25 Fort save or fall unconscious for lost control of the silo, but once the uplink is connected
1d4+1 turns). If any PC saves, she remains conscious, but to the command center controls (Area 4-2), it can access
extremely groggy (-4 to all attacks, saves, skill checks, and the computers. Once it does so, Itai becomes aware of
spell checks). In either case, Urah storm the compartment Da’brok and his korgu followers, and attempts to par-
(they are immune to poison) and bind the PCs before tak- ley with Da’brok, if the PCs have not already done so.
ing them up the ladder. • Itai also reveals the presence of the monorail and ex-
plains how to use the “demon carriage.”
Once they are in Itai the Oracle’s chamber, read or para-
phrase the following: • If the PCs seem reluctant, Itai offers to provide a trans-
lator box, “magical” light sources, and arms to supple-
You enter a room with more guards, behind sandbag fortifica-
ment their own: 4 spring guns and 80 bolts.
tions. Beyond them, a round platform rises from the center of the
room, and metal boxes covered with colored, blinking lights and • Itai promises rich rewards from the Spider Goddess,
spinning discs stand along the walls. Before you have time to take Atraz A’zul (or another patron), who has promised a
it all in, a disembodied voice emanates from a small box on the favor to anyone aiding this quest.
front of the central platform. “Welcome. It is good that you are
here. I have awaited your arrival.” • Itai warns them of the presence of korgu in the Under-
city, and that there are many other dangers.
The following framework provides a brief guide for the
PCs’ conversation with Itai the Oracle: • Itai shows them the symbol for mutagenic radiation
(player Handout C), and explains its significance in
• Itai speaks in terms familiar to the PCs, with no ref- terms they can understand: Magical corruption.
Page 9
Area 2-12 – Entrance to Underground Tunnel Net- The box is an atomic reactor, and the pipes lead to the cool-
work: The humanoids lead you down a ladder to a small door ing system. It’s functioning perfectly. Should the PCs be so
with a wheel in its center. One creature twists the wheel counter- bold and foolish as to manipulate its controls, or should
clockwise and pushes open the door, revealing an unlit space be- any wizard make a casting roll, have each person doing
yond. It instructs you to go to the round room and then south,
these things make a Luck roll. If successful, nothing un-
before following the directions from the directional device.
toward occurs. If it’s unsuccessful, have that PC roll a d7:
A dank, concrete corridor goes east 30’ and climbs a flight of (1) containment breach—DC 25 Fort save versus death,
stairs to a round room with two doors (east and south). The permanently lose 1d3 Stamina per day until healed (treat
east door leads into another darkened corridor, and off the as poison); (2) vent—a valve opens, releasing mutagenic
map. If necessary, judges can key a “dungeon” map using radiation (roll 1d3 times on Table 5-1 [page 18] for effects,
the encounter tables (Appendix C). The south door leads to halve results and round up); (3-6) low-power mode—light-
a corridor that splits off the east in two places. Continuing
ing dims; (7) emergency shutdown—all power to com-
south brings the party to the secret door to Area 2-14.
plex shuts down in one turn. Itai the Oracle enters standby
Area 2-13 A&B – Reactor Rooms: Two large, blocky vaults mode, unavailable to the PCs.
made of steel and more of the strange, formed stone fill this space.
Two heavy doors face each other across an interior corridor. The Area 2-14 – Secret Entrance: The corridor ends in a wall
eastern door is marked prominently with a strange sigil. with a panel of polished metal. Small, square objects protrude at
the corners of the panel.
The “strange sigil” is the symbol for mutagenic radiation
(show players Handout C). Both doors are secured with The wall actually is an access panel for the maintenance
padlocked (DC 15 Pick Locks check), screw wheel handles. area beyond. The squares can be turned counter-clockwise
Room A: Tall columns of metal and glass arc with electricity, to release the catches holding the panel in place.
and bundles of cables cross the floor and walls. Shadows from the
Behind the metal panel is small room with a steel door on the west
blue-white lightning dance jerkily against the walls. A large box
is attached to the wall, just inside the door. wall. The strange torch mounted to the wall by the door seems to
have gone out, for it casts no light.
The columns are pretty, but very dangerous for anyone
who touches them (4d6 electrical damage, no save). A The light has been disabled by the feral korgu scouts hiding
switch panel just inside the door (right side) can shut them on the wall near the ceiling. They remain motionless, and
down, but also shuts down power to Itai’s complex. Should trail the party cautiously as they leave this area. The korgu
the PCs do this and not restore power, Itai sends Urah to alert the tribe of their brethren who live in Area 3 as soon
fix them. If the PCs wreck the equipment, Itai can’t contact as they believe it safe to do so. (See Appendix B for more
them when they reach the silo complex (Area 4). on the korgu.) The steel door is locked (DC 15 Pick Locks
Room B: A metal box with pipes flowing in and out of it domi- check), and leads into a corridor stretching west to a lad-
nates this room. A glass panel on the box’s side pulses with fluc- der topped by an unlocked trapdoor, which is blocked by
tuating columns of green light, their tips occasionally flashing heavy debris (DC 15 Str check to open into Area 2-6).
into amber. Another, smaller box stands just inside the door, to
the north. Gridded panels of lights, some glowing and some dark- Korgu (4): Init +3 (75% chance to surprise if hiding); Atk
er, lay on its slanted surface. Two rounded glass portals cover claw +1 melee (1d4) or acid +4 missile (1d6); AC 14; HD
what appear to be compass needles, which fluctuate slowly within 3d6; hp 10 each; MV 40’ or climb 30’; Act 2d20; SP amphibi-
a green arc. ous, boneless; SV Fort +2, Ref +4, Will +2; AL N.

Page 10
PART 3: THE GREAT EGG HUNT
ow, the PCs must reach the silo where the Great toward the south. Should the PCs follow the flow of water,

N Egg lies dormant, awaiting its destiny. If they


have allied with Itai, the PCs receive a map (play-
er Handout B), through the Undercity to the Arena mono-
rail station, and onward to the silo. A keycard opens the silo
they would find themselves near the river and close to the
entrance to Itai’s stronghold. However, the water is strong-
ly radioactive. Should a PC fall in and fail a DC 25 Fort
save, roll on Table 5-1 (page 18) and halve the effect (round
complex to them, and enables passage on a hidden mono- down).
rail line (Gold Line). It’s just a matter of getting there in one
piece. The feral korgu hiding in this area are a bigger concern.
At this point, the PCs probably are being trailed by four
If they did not ally with Itai, then their path is less certain. other feral korgu. Six others lurk under the bridge. They
The Urah continue to recruit them for the Oracle’s cause. strike from hiding as soon as the PCs are strung out along
The other factions still take an interest in them, for their its length. The trailing korgu strike from behind. The korgu
own reasons, especially the Overlord and Da’brok. on the bridge use it as cover, and both stab at the party with
Area 3-1 – Descent: After about a half mile, you find your- spears and attempt to grapple them and throw them into
selves in a small, round room coated with slimy green plant mat- the water below. As soon as four korgu die, the rest flee.
ter, and water drips slowly from the ceiling. A metal ladder, fixed Some go down the walls of the drainage channel, toward
to the ledge on which you stand, descends the western wall into the river, but at least two move toward their nearby lair
darkness. (Area 3-4), carrying an alarm. If it is successful, the korgu
begin to evacuate through the arena corridor (Area 3-5)
The ladder descends 30 feet. A puddle of liquid lies at the with their young. Some stay behind to skirmish as they re-
bottom, and drains toward a round opening about 6 feet in treat, and lure the PCs close to the arena floor and the fear-
diameter, leading to the east. The puddle conceals a nano- some zarn sleeping beneath its rocky sands.
plasm which is gathering organic materials for Vor’s use.
The PCs serve this purpose just as well as the plant mat- Korgu (6 to 10): Init +3 (75% chance to surprise if hiding);
ter in this chamber (which is harmless algae). Beyond the Atk claw +1 melee (1d4) or acid +4 missile (1d6); AC 14; HD
round opening, a pipe slopes very slightly downward to- 3d6; MV 40’ or climb 30’; Act 2d20; SP amphibious, bone-
ward the east. less; SV Fort +2, Ref +4, Will +2; AL N.

Nanoplasm: Init +3; Atk decompile +4 melee (1d3 per Area 3-3 – Gorva Lair: The floor of this chamber is covered
round + special); AC special; HD 5d8; MV 20’; Act 1d20; SP with fallen stone and masonry. A wide crack in the floor emits
immune to non-magical weapons, synthetic creature (im- sounds of flowing water, and a moss-like substance with slowly
mune to sleep, charm, and any effects requiring a Will save; writhing tendrils grows along the length of the fissure, which
double damage from electrical and magical attacks; half extends up the rear wall and into the ceiling.
damage from heat and cold-based attacks; regenerates 1 hp
per round), nanoform (see below); SV Fort +5, Ref +5, Will If any PCs approach within 5 feet of the crack, the two
immune; AL N. gorva within select a target and cooperate to harpoon it
and pull it down into the crack until it expires, keeping the
If attacked physically with a non-magical weapon, the body between them and the party. Once the target is dead,
nanoplasm “grabs” the weapon (DC 15 Str check to pull they creep deeper, out of sight, to wait for it to ripen and for
free), flows up to encase the object and anything attached the rest of the party to leave.
to it, and decompiles its target. It can flow through, over,
or under anything, deconstructing it on a molecular level, Gorva (2): Init +3; Atk harpoon +4 missile (1d4 plus poi-
enveloping a living creature within 2 rounds and thereaf- son); AC 15; HD 4d6; hp 13 each; MV 30’; Act 1d20; SP har-
ter inflicting suffocation damage and infection. Suffocating poon tether (DC 20 Str check to break free), poison (DC 15
creatures take 1d6 points of Stamina damage per round and Fort save or 1d4 additional damage, plus 1d4 hp damage
die when Stamina reaches 0; lost Stamina is regained with- per round until healed); SV Fort +2, Ref +5, Will +3; AL N.
in 1 round once breathing is restored. Creatures damaged
Area 3-4 A&B – Feral Korgu Nest: A high chamber opens
by nanoplasms must make a Fort save (DC 18) or become
before you, a blue-green glow limning its walls. From the ceiling,
infected with nanites. After 1 week, the affected creature
baglike pods depend like dark fruits from a vine. To the northeast,
begins to crave metals; after 2 weeks the creature becomes
you see a partly-open door leading into a room beyond.
a nanoform, a slave of Vor.
This is a nest of korgu and their young (3-4A). If they have
Area 3-2 – Sewer Crossing: The drainpipe slopes gently
down ahead of you, opening into a larger space. Where the pipe been warned by their guards, the party should arrive at an
ends, a narrow bridge spans a gap. From below you hear water empty room. If not, 10 climb from their sleeping hammocks
flowing rapidly. to the ceiling and attempt to hide in the shadows. Six move
into the other room (3-4B) and bar the door from within
A concrete bridge spans a major wastewater drainage chan- (DC 20 Pick Lock check). The room is a nursery, and the
nel, and a swift flow of water moves through a grate and korgu die to the last to defend their young.

Page 11
Korgu (up to 16): Init +3 (75% chance to surprise if hiding); able feature is the entrance to the monorail station. To reach
Atk claw +1 melee (1d4) or acid +4 missile (1d6); AC 14; HD the station, the PCs must navigate functioning escalators or
3d6; hp 10 each; MV 40’ or climb 30’; Act 2d20; SP amphibi- descend a mundane stair, and pass through a turnstile sys-
ous, boneless; SV Fort +2, Ref +4, Will +2; AL N. tem. Doing so alerts Vor to their presence. She dispatches
several watchers (see page 24 for stats). to observe them.
Area 3-5 – Connecting Corridor: If korgu are retreating,
The watchers show up by the time the train emerges into
read or paraphrase the following: The creatures flee down a
open air, and monitor the party’s movements.
hallway, north-easterly. They occasionally spit acid back at you,
as they move toward the door at its end.
If korgu are not retreating, read or paraphrase this: A long THE MONORAIL
hallway stretches north-easterly to an open door at its end. From The monorail cars (4 to a train) have stainless steel
beyond you can make out dim, natural daylight. exteriors and blocky shapes, with sliding doors and
windows along each side and emergency doors at the
The corridor is painted concrete with broken light fixtures
ends. Leaping or falling from a moving train above
along its ceiling, without cover or other significant features.
ground results in a fall to the rubble below (6d6 dam-
Area 3-6 – Middle and Upper Arena Concourses: A age); below ground, adjacent characters are crushed
wide, flat plaza borders a sunken area surrounded by a railing against stone walls (6d12 damage).
with several gaps. Across a vast open space, three tiers of seating Each car contains a box with an emergency brake
can be seen: one of them on your level, one above, and one below, (a large red lever behind a sheet of tempered glass).
like a vast coliseum. Tables and carts and the debris of long-ago Pulling this lever causes the train to shriek to a stop in
entertainments litter the environs. a single round. PCs must make a DC 20 Ref save or be
knocked prone, taking 1d4 falling damage.
The PCs enter at the middle level. Other concourses can be
reached via spiral ramps in three corners of the arena. (Note: There are 3 monorail lines:
The upper concourse is similar in layout to the middle one,
• Red Line: Runs between the Arena station (Area
and can be treated as equivalent.) For each concourse, roll
3-9) and the eastern hills, where it meets the Blue
twice on the Undercity encounter table in Appendix C to
Line at the Central Transit Hub (Area 3-10) and
see what objects the PCs find. Otherwise, the area has been
then turns south.
cleared by the korgu of vermin and valuables.
• Blue Line: The northern extent of this line no
Area 3-7 – Arena Grounds: Dim light suffuses a vast room. longer operates, though most of the track is in-
The floor is a confusion of rubble, bits and pieces of broken ma- tact. Vor has disabled the northern leg to keep
sonry, and fine, white sand. The natural light descends upon the the Overlord from using it. The PCs can use the
central area of the chamber from a large rift in the ceiling, leaving south leg to reach Eastpoint Station (Area 3-11)
the edges of the room in shadow. The high, keening sound of this
planet’s endless winds can be heard from above. • Gold Line: The entrance to the Gold Line is hid-
den below Eastpoint Station (Area 3-11) and runs
The arena is a rectangular, open area filled with sand and to what used to be a military base on the north-
rubble, with a cracked dome and row upon row of empty ern side of the dead city (Area 5-1B). It served the
seating filled with the bones and dust of thousands of hu- crews manning the silo, moving personnel and
manoids. But the dome is not empty. Below the sands of the cargo swiftly between them. The tracks where it
arena slumbers a zarn. Should the PCs tread on the sands, it runs are still in good repair, but their tunnel is
awakens, and lies in wait for a few moments before erupt- blocked by heavy blast doors, and inaccessible
ing from below to devour them. If PCs get into a running from above ground. The Overlord believes it de-
battle with the korgu from Area 3-4, the korgu attempt to funct, like the northern leg of the Blue Line.
draw the party down to the floor of the arena. The monorail makes additional stops between its
origin and terminus. Stations are marked on the hex
Zarn: Init +5; Atk bite +7 melee (2d6+4) and 2x claw
map, but not included as area descriptions below.
+7 melee (1d6+4); AC 18; HD 7d12; hp 40; MV 50’; Act
To simplify matters, the architecture of each station,
1d20+1d16+1d16; SP none; SV Fort +5, Ref +5, Will +5; AL
unless otherwise noted, is exactly the same as every
N. other station. When entering a new station, the judge
Area 3-8 – Lower Concourse/Arena Entrance: This should roll to determine if an encounter occurs, and
concourse is very similar to the one above it, but an entrance on may also place useful or interesting items or artifacts
the west side leads off into a wide, north-south avenue. To the inside it. The objects may be mundane to the modern
north it dead-ends, but to the south it leads to elaborate staircases, world, but would be strange and wondrous to the
PCs (see Appendix C).
one moving downward.
Note: Vor is aware of the PCs’ presence in any mono-
The lower concourse rings the arena like the others. Aside
rail station.
from whatever objects can be found here, its most remark-

Page 12
Area 3-9 – The Arena Monorail Station: A bank of metal with doors opening to the east and west, cold daylight streaming
boxes with waist-high gates stands at the bottom of the peculiar through them.
stair. Beyond it stands a long, narrow construct of red-accented,
shining metal with banks of windows along its sides, light shin- Check for encounters, as normal. The station itself is rela-
ing forth from them. Doors stand open between the windows. tively unremarkable, much like the others, except in the
maintenance area (3-11A), where a secret elevator (3-11B)
This is the westernmost stop of the monorail’s Red Line, leads down into the hidden Gold Line station (3-12B), and
which runs to the Central Transit Hub (Area 3-10), and on the entrance (3-12A) to the missile silo (Area 4).
to the southern part of the ruins.
This also is a good place to meet Vor, if they have not done
Area 3-10 – Central Transit Hub: You enter a dimly lit so already.
tunnel, its blue-white torches flashing swiftly past, and feel the
demon carriage slowing. In a few moments, it comes to a full stop. Area 3-12 A&B – Gold Line Station/Silo Entrance:
To the west you spy another carriage, this one marked with blue The box descends into the depths and you feel your insides climb
accents. up into your throats. You slow to a stop and the doors open into a
long, dimly-lit, subterranean room, with empty shelves along the
Reference the map of a generic monorail station. The Blue left side. Beyond the shelves, two small platforms with attached
and Red monorail lines meet at this underground station. handles float about a foot above the ground. To the right is a stone
To reach Eastpoint Station, the PCs must transfer to the wall set with massive, steel doors.
Blue line. Should they stay on the Red Line, it continues
on its way to its southern terminus, another unremarkable This room (3-12A) leads both to the Gold Line monorail sta-
station; if they go to the Red Line’s southern terminus, in- tion (3-12B) and the missile silo (Area 4). The floating plat-
troduce Vor the Teknikat. forms are cargo movers. One will be needed to move the
Great Egg (4-6B). In the southeast corner is the door to the
Area 3-11 A&B – Eastpoint Station: The demon carriage silo complex. It is closed, but not locked. The heavy doors
begins to slow again as you approach another of its dwellings. As leading to the Gold Line are locked, but can be opened with
you enter the low structure, it halts, and its apertures open onto Itai’s keycard. A panel on the south wall, between shelves
a stone platform. To the east, the creature’s path has ended in a and silo door, has keycard slots to open and close both
blank wall. The platform is about 100’ long, and beyond is a space doors.
Page 13
PART 4:
THE SCIENTIST AND THE SILO
n this part of the adventure, the PCs encounter bright, bluish-white light; some depend from the ceiling on ropes,

I Da’brok the scientist and his guards, and the rest-


ing place of the Great Egg. See Appendix A for
more information about how to role-play Da’brok.
and some seem to be embedded in the walls themselves.

Here are the controls for the silo, including all systems ex-
cept the power plant. Itai’s control box can be plugged into
Area 4-1 – Silo Entrance: As you approach a set of intimi- the main console. If Da’brok sees the box, he knows what it
dating metal doors, a low rumble can be heard. The doors begin is, and asks why they have it.
to draw apart, and a swarm of octopoid creatures crowd through
the crack and onto the ceiling and walls, then merely wait and Area 4-3 A&B – Decontamination Chambers: Doors
watch. You spy a humanoid figure with elaborate spiked armor. open into a square room. A small, single door with a glass win-
Its beady, green-glowing eyes glare at you from beneath a horned dow is on the wall to the left.
brow. “Welcome,” it says. “I am Da’brok, and this is my home.
These are two identical areas that allow those working with
What is your business here?”
the reactor or the missile to don protective gear, and get
Da’brok has no hostility toward the party, and won’t initiate decontaminated after exposure. Should a character be ex-
violence. He genuinely is interested in their presence (and posed to radiation, Da’brok knows the procedures to con-
provenance) and questions them patiently, and at length. duct decontamination. The suits in the small rooms are old
and brittle, and no longer functional.
Area 4-2 – Command Center: A roughly octagonal cham-
ber with a high dome-shaped ceiling stretches before you. At its Area 4-4 – Power Plant: The door opens into a brightly-lit
center, a round platform rises from the floor, and around its sides room. A vast metal construct with a central spire and 4 smaller
are a series of shelf-like levels. Weird lanterns light the area with a monoliths stands at in its center. Cables and pipes radiate from
its base, and there is a panel of blinking lights and levers on a
nearby console.

Unless the PCs have killed or driven away Da’brok and


the korgu, there’s no reason to enter this room. This is the
silo’s power plant, which still works after all these years,
but only Da’brok’s scientific knowledge has kept it stable.
Use the table described in Area 2-13B to determine what
happens if PCs alter its settings (ignore effects on Itai the
Oracle).

Area 4-5 – Living Areas: In the front part of this open area,
you see crude bedding on the floor and hanging bags depending
from the ceiling. Beyond are two doorways leading into connect-
ing rooms.

The front area is where the korgu and Da’Brok live. Beyond
the doorways there are sources of potable water, and both a
kitchen area (northeast) and hygienic facilities (northwest).

Area 4-6A – Blast Containment Area: This hallway


was designed to provide some measure of protection dur-
ing missile launch or in case of an enemy missile strike. The
intervening walls are baffles designed to blunt the force of
such energies. The blast doors are now open at each end.
When the characters enter, read or paraphrase the follow-
ing:

Two heavy doors slide aside, revealing a long chamber punctu-


ated with walls jutting out first from one side and then the other.
The chamber opens into a darkened space beyond two gigantic
doors like those you just passed through.

Page 14
Area 4-6B – Silo: Read or paraphrase the following when self is still in place, but must be activated aboveground and
the characters enter this area: controlled by magical means in order to achieve its effects
(see “Triggering the Great Egg,” page 17).
A vast, round room stretches upward into the darkness, beyond
your torchlight. The air is warm, moist, and musty, and a dif- Four ring-shaped causeways rise to the ceiling, connected
fuse, blue-green light glows from one wall. A causeway of intri- by a ladder and a cargo lift. At the top of the ladder is a
cately forged metal lattice circles the room to the left and right, hidden entrance that opens to the surface. If Da’brok is at-
and above you can see another causeway, about 20 feet up. In tacked, this is one means of escape, and an ideal place for
front of you is a railing and beyond it an open pit. A megalithic the korgu to use their remarkable climbing skills to make
construct rises up into the darkness above. As you gaze about, the a fighting retreat. The cargo lift is still operational, and can
chamber’s lanterns come to life, illuminating the space. Sheets of be used to move the warhead from the missile to the floor
blue-green fungus adhere to its walls, climbing out of sight above of the silo.
you, and some of the octopoid creatures are harvesting pieces of
it into mesh bags. The korgu also use the silo to grow the faintly-luminescent,
blue-green fungus upon which Da’brok feeds. It grows up
The silo contains the missile with which the “Great Egg” the walls from the central pit area, from a bed of decompos-
was to be delivered. It is not functional. The Great Egg it- ing plant matter.

RUNNING THE FINAL COMBAT


The metal fortress of the Overlord is, essentially, a gi- attempt to trigger the Great Egg.
gantic tank, with one main gun and an array of small-
• The PCs should face mounting pressure as this en-
er weapons. The smaller weapons either have been
counter plays out, making the situation more and
destroyed or their munitions depleted. Only its siege
more frantic as they seek to trigger the device. If
cannon still functions. The vehicle is vast, covering a
they delay too long, they may be overwhelmed by
100-yard by 200-yard rectangle, with 10 stories above-
the Overlord’s forces.
ground, and 5 more buried in the rubble around its base.
Exploration of the megatank is beyond the scope of this Alternate Scenarios
adventure, but would be a suitable subject for a future
adventure if the PCs decide to remain on the planet after • If the PCs attempt to reach this area overland, detec-
the Great Egg is activated. tion by scouts or by the megatank’s sensors is likely.
Rubble has been piled around the front of the vehi-
Preferred Scenario cle to funnel attackers into well-guarded fire-zones.
Those areas not thus protected contain minefields
• If the PCs enter Area 5 riding the Gold Line train,
(Luck roll to cross or exit, or take 2d8 damage). The
they have 10 rounds before entering its terminal
Overlord’s troops know not to walk through these.
station (Area 5-1B). There, a large force of the Over-
The clubbers waiting outside are at the edge of one
lord’s troops awaits the train. Should the PCs use its
such minefield.
emergency brake, they can stop the train in a single
round, but this leaves them vulnerable to attack by • If they attempt to fly in, PCs are engaged by scream-
screamers, siege cannon, and, eventually, the two ers and by warlords in their levitating chariots. Ko-
approaching clubbers. The force at the terminal sta- zaks climb up the fortress and begin firing weapons
tion advances if they delay too long; the warlords a few rounds later.
begin the attack with their hovering chariots.
• If the PCs arrive by teleportation of some sort, they
• Ideally, the PCs either stop the train or trigger the are not able (for whatever reason) to penetrate the
Great Egg as they arrive at the terminal station. fortress itself. Instead, they arrive within 50’ of it,
just behind enemy lines. The troops concentrated
• The first wave of screamers arrives 2 rounds after
there (malga, kozaks, and warlords) are surprised,
they emerge from the Gold Line tunnel (Area 5-1A
so the PCs get a surprise attack, but they recover
read-aloud text).
quickly and attack the next round, on normal initia-
• The spellcasters attempt to activate the Great Egg tive.
(see “Triggering the Great Egg”). If multiple casters
• Should the PCs somehow manage to tunnel in from
join in, they receive a bonus. However, hostile forces
below, they find the bottom of the fortress extremely
may make it necessary to keep some casters in com-
well-armored, with no apparent entrances. Without
bat so the party does not get overwhelmed.
an industrial plasma cutter or equivalent, they can-
• The non-casters must protect the casters while they not penetrate it.

Page 15
Page 16
PART 5: A MATTER OF LIFE
Area 5-1A – When Chaos Drives: The demon carriage THE GREAT EGG
opens its maw so that you may enter, and closes it again. It rap-
idly builds speed, racing through the pitch darkness of the tunnel. hile the players (not the PCs) may have a pretty
Within a few minutes, it emerges into light again, and you see
in the distance the metal fortress of the Overlord, its angled su-
perstructure rearing from a flattened base, and a variety of spars
jutting out from it, some bearing great banners and others bare.
W good idea what to expect at this point—that
they will detonate a nuclear warhead—they are
wrong. Instead, the device unleashes the power of Law or
Chaos. The magic of the party’s wizards and clerics and
An immense pipe extends horizontally from the superstructure, the science of the warhead’s non-Euclidean physics com-
pointing in your direction. It rotates toward you and belches fire, bine to produce one of two effects: either a life-giving burst
and something massive howls past, above the carriage, too fast to of anti-corruption (the Lawful effect) or a powerful muta-
be seen and wailing like a demented soul before exploding, with genic effect (the Chaos effect), either of which blankets the
the thunder of the gods themselves, behind you. Weird, crab-like entire surface of Mezar-Kul, affecting anything exposed to
creatures with flashing, prismatic wings and riders circle the for- its powers. It also emits a pulse of weird energy which re-
tress, holding station high above; several of them swoop toward orders the physics of the world on a subatomic level, dis-
the fortress and then take flight again, headed straight toward abling electronic, cybernetic, and nanoplasmic creatures
you, objects clutched in their claws. and devices indefinitely.

Show the players Handout D. It’s important to note that the Overlord, its overseers, and
many of its troops are cybernetic, as are Vor and her crea-
The megatank is able to fire its siege cannon every five tures; so is Itai the Oracle. All are inactivated immediately
rounds. At this range, and with a moving target, it only by the energy pulse, whatever the device’s effect. However,
hits on a natural 20. Even then, the strike impacts behind Itai the Oracle uploads a copy of itself into Atraz A’zul’s
the train, destroying a section of track. The flying creatures, mind prior to activation of the device.
called screamers, immediately attack. (Also, see read-aloud
text below, which introduces the clubbers and the terminal In the aftermath, any surviving screamers flee for the
station guard in Area 5-1B.) megatank. The warlords are the only survivors among the
Overlord’s forces, their overseers now inert. Other purely
Megatank (1): Init -10; Atk siege cannon missile hits only on organic creatures survive, either horribly changed by mu-
natural 20 (10d20); AC 30; HD n/a hp n/a; MV immobile; tagenic radiation or made whole and sane by the “Eden ef-
Act 1d20 every 5 rounds; SP immune to primitive weapons, fect” (see below).
sense movement 5,000’; SV n/a.
Screamers (4): Init +3; Atk bomb +2 missile (variable) or
TRIGGERING THE GREAT EGG
spit acid +4 missile (2d6); AC 14; HD 3d6; hp 11 each; MV o trigger the Great Egg, one of the adventurers
20’ or fly 60’; Act 1d20; SP overseer, armaments (two armed
with fire bombs, two with overseer pods); SV Fort +2, Ref
+5, Will +3; AL N.
T must press the proverbial Big Red Button, as per
the ritual detailed by Itai the Oracle. This begins
a countdown. If no other action is taken, then the device
activates after 3 rounds, and releases a wave of corrupt-
Four additional screamers attack after 3 rounds (same stats ing energy. However, the party’s spellcasters can control
as above). the device’s timing and effects, “guiding” it toward more
Read aloud: Further along the tracks stands another carriage Lawful, healing effects. This requires a contest of caster(s)
house, like those the party has already encountered. There, troops versus device, where they attempt to control the energies
assembled in defensive positions await your arrival. Nearer the released by the Great Egg.
great fortress, two giant creatures painted a mottled grey bestir • The judge should start the contest with a d7 set to “4,”
themselves from slumber and begin to stride heavily in your di- on the table in full view of everyone. This is the count
rection. Each bears a huge flail, and their baleful crimson eyes die, reflecting progress toward success or failure.
gleam from their brows.
• After the device is activated, casters involved in the
Clubbers (2): Init -3; Atk flail +6 melee (2d10+5); AC 20; HD contest with the Great Egg should take turns rolling
12d12; hp 70 each; MV 40’; Act 1d24; SP cybernetic creature spell checks against the device. Each additional caster
(immune to sleep, charm, and any effects requiring a Will beyond the first adds 1 to these rolls. Luck and spell-
save; vulnerable to electrical attacks); SV Fort +6, Ref -2, burn apply as normal, but only the caster currently
Will immune; AL N. rolling may employ them.
Area 5-1B – Terminal Station Guard: The defensive • The Great Egg’s opposing roll is 1d30+6.
force awaiting the party’s arrival consists of 16 kozaks and
2 warlords. If the combat continues and the Great Egg is • Depending on the outcome of each roll, the counter
not detonated, refer to Appendix B for stats for these and goes “up” or “down” (up for success, and down for
additional waves. failure).

Page 17
• If the casters lose contact with the device, for whatever THE GREAT CORRUPTION
reason, it automatically ticks down, 1 increment per
f the casters fail to trigger the beneficial effects

I
round unattended.
of the device, a great tragedy befalls Mezar-Kul.
• If the count reaches “7,” the Eden effect is triggered; if Though the Overlord and much of his army still
it reaches “1,” the Great Corruption is triggered (each perish, along with Itai, and Vor and her constructs, the de-
described in the next two sections). vice also broadcasts a powerful wave of mutagenic radia-
tion, corrupting even further the land and everything in
Whichever effect is triggered, it affects every creature and it. Any purely biological creature survives, but is changed
machine on Mezar-Kul and its moons (effect radius is and horribly mutated.
150,000 miles). Normally, it would not be so powerful, but
synergy with the casters’ powers has caused a non-linear Example read-aloud text (modify as makes sense for the
increase in its output. Only living creatures or machines are situation): You hear a rising scream like a choir of demons in the
affected. Inert objects are unchanged. deepest pit, though there is no sound. Your bodies and minds are
twisted and corrupted with the chaotic energies the Great Egg has
THE EDEN EFFECT released, reshaping each of you down to your very bones. Then,
like a wave of filth spreading from where you stand, ripples of
f the casters succeed (counter rises to 7), they trig-

I
the hell-scream spread as far as the eye can see. Strange and un-
ger an “Eden effect” and rewrite the physics of healthy life bursts forth from the ruins, cloaking the dead city in
Mezar-Kul, healing the land, but also undoing a mantle of corruption. Mezar-Kul is still a grave for what came
the Ancients’ advanced technologies, including the Over- before; but now the corpse lives again, fell and horrible of aspect,
lord and its cybernetic minions (but not the warlords), Itai’s like rotting flesh and the miasma of corruption. You have failed
“body” on Mezar-Kul, Vor the Teknikat and her creatures, this world, and now you and every other living thing on Mezar-
the monorail, and any device requiring advanced energies Kul will suffer.
to function. Physics simply don’t work that way anymore.
Each player should roll for his or her characters three times
There are benefits, though.
on Table 5-1, below.
The immediate effects are rapid growth of healthy flora,
• Top Row: Roll 1d4 and add luck modifier.
and healing of the land from the corrupting effects of mu-
tagenic radiation (and healing any mundane injuries, new • Left Column: Roll 2d5.
or old, and any corruption and/or spellburn affecting the
• The square where these results cross should be applied
party). In addition, each PC gains 1d5 plus Luck modifier
to three randomly chosen attributes, excluding Luck.
additional Stamina, permanently. If the new Stamina score
(1) Strength, (2) Agility, (3) Stamina, (4) Personality, (5)
has a positive modifier, then the PC gains a number of per-
Intelligence. These scores become the character’s new,
manent hit points equal to that new modifier.
permanent attributes.
The various peoples of the dead city also benefit. The korgu
are the most numerous of these, and become more fecund Table 5-1: Effects of Mutagenic Radiation
and intelligent. The Urah, too, are changed, as the blast
has made them capable of procreation, where before they Roll 1d4 + Luck modifier
were sterile by design. Itai’s self-sacrifice was its final gift Roll
to them, for their millennia of loyal service, and a pristine 2d5
0 or less 1 to 2 3 to 4 5 or more
new world awaits their progeny.
2 –5 –4 –2 –1
Example read-aloud text (modify as makes sense for the
situation): The world around you seems to take a deep breath,
3 –4 –3 –1 0
and, as if exhaling life itself, an endlessly expanding circle of
wholesomeness and beauty fills the land, erupting from the very
4 –3 –2 –1 0
rubble of the dead city. It begins with you, like a celestial chorus
raising its voice in your soul, healing and soothing your injuries,
purging you of all corruption. As you look around, you see that 5 –2 –1 0 0
the land itself has become a riot of color and budding life. The
Overlord’s minions, too, are affected. Its monstrous machine- 6 –2 0 0 0
men stop and fall, and the unnatural creatures that control them
shrivel and die; save for its warlords and the now-masterless 7 –1 0 +1 +1
screamers, the Overlord’s minions are no more. Their master’s
iron grip upon this city has been broken. Life has come again to 8 –1 +1 +2 +2
Mezar-Kul, but it is a life without artifice, without machines to
control it; a mighty work of magic has been done today, and you 9 0 +1 +3 +3
are its architects. In this place, there is life and reason for hope,
and maybe there will be peace. 10 +1 +2 +3 +4

Page 18
• It is up to the player and judge to determine exactly The result of mutation may be a significant change to the
what horrible mutation caused each result. Here are a character’s intellect, personality, and/or physique. Char-
few examples: acters may find that their chosen class no longer reflects
their new attributes. Judges should resolve such cases as
Strength: (1) muscles grow or atrophy; (2) bones and fits their campaigns.
sinews become denser or more fragile; (3) entire body
grows or shrinks in size.
Agility: (1) grows limbs of especially agile or clumsy
EPILOGUE
fter the climax of the adventure, the characters

A
creature; (2) muscle reflex time decreases or increases;
(3) time sense expands or contracts, allowing more or have been changed, for good or for ill, and must
less efficient reaction times. deal with the consequences of their actions. What
those consequences might entail are up to the judge to
Stamina: (1) blood changes color—its new composition determine (e.g., favors owed to patrons, PCs targeted for
enhances or weakens PC’s constitution; (2) PC grows vengeance, etc.). A changed Mezar-Kul may offer the party
redundant internal organs or has existing organs atro- new opportunities, should they wish to pursue them, or
phy; (3) PC’s body is inhabited by a symbiote or para- they may simply want to get home and reap whatever re-
site. ward (or retribution) they have coming to them.

Personality: (1) body and personality become celestial GETTING HOME


or demonic; (2) PC becomes more or less connected to
epending on the judge’s choices in getting the par-

D
self and others; (3) anticipates interactions with crea-
tures and other powers (better or worse). ty to Mezar-Kul and the party’s actions in the time
since they arrived, they can get home in a variety
Intelligence: (1) entire head enlarges or shrinks; (2) of ways (see “Getting to Mezar-Kul (and Back),” page 2).
brain becomes neurologically denser or atrophies; (3) The Great Egg has altered the very fabric of existence and
grows a parallel brain, making intellect more or less ef- drawn the attention of the Powers That Be. If there is no
ficient. other apparent means of return, the judge should allow
them to be contacted in some fashion by a supernatural
• Each lawful or neutral character also should lose 2 patron, and bargain for safe passage. Such aid, of course,
Luck, permanently. Chaotic PCs gain 1d3 Luck. comes with a price.

APPENDIX A:
FACTIONS OF THE DEAD CITY
he dead city’s main factions are Itai the Oracle Playing Itai the Oracle

T (and its allies, the Urah), the Overlord and its


minions, and Da’brok (and his allies, the korgu).
The player characters contend with each of these factions to
accomplish their objectives. A fourth faction consists of Vor
Because its interactions with Atraz A’zul have given it deep
knowledge of the PCs’ world, Itai portrays itself to them as
a spirit trapped inside an ancient artifact. It tells them a sto-
the Teknikat and her constructs. Vor is more passive, and ry of an evil necromancer in a fortress of metal, the Atomic
somewhat of a wildcard. Overlord, who controls an army of living and undead crea-
tures, and seeks to bring on an age of unending darkness.
The adventure is designed with the assumption that the
Itai tells the party that their coming was prophesied, and
PCs ally with Itai the Oracle’s faction, but the players and
that they alone have the power to retrieve an ancient arti-
judge may decide to go a different way. The judge should
play each faction according to its motivations and preferred fact from within a crypt beneath the dead city and destroy
strategy and tactics, as described below. the Overlord, once and for all.
PC Interaction with Itai the Oracle
ITAI THE ORACLE
Itai the Oracle provides the PCs with information about the
AND THE URAH dead city, but only in the vaguest terms. The judge should
tai the Oracle is an artificial intelligence tasked make the Itai’s proclamations relate to what the PCs need

I with managing and defending the dead city. Itai


is attended by the Urah, guardians set in place
to maintain and protect it. The Urah are a humanoid race
bred for war, but they are not the force they once were; their
to know or understand to proceed, but should also remem-
ber that the Itai’s knowledge sometimes is incomplete or
incorrect. It has been out of contact with parts of its “do-
main” for a very long time.
numbers have dwindled over the years, by accident or by
incident. Though long-lived, they cannot procreate; less Anything Itai says to them about the nature of the device
than a hundred of them remain. they must seek, the conditions in the city, and so forth, is

Page 19
Playing the Overlord
The Overlord is not innovative. Its strategy is simple: Elim-
inate all opposition. The Overlord uses its troops aggres-
sively, sweeping the outskirts of the dead city for enemies,
and occasionally driving deeper into the city to root out
pockets of resistance.
Not all on Mezar-Kul oppose the Overlord. It has recruited
a variety of battle-hardened warlords. They lead its armies,
granting the Overlord their creativity and ruthlessness, and
their ability to command its troops more efficiently. In the
absence of its warlords, the Overlord controls the troops di-
rectly, using the overseers, but much less effectively. If the
PCs kill a warlord, the troops under its command reduce
their initiative bonuses and attacks (–2) to reflect the Over-
lord’s difficulty in controlling them.
PC Interaction with the Overlord
The Overlord doesn’t really interact; it only seeks to domi-
nate. To do so, it uses its overseers: small crablike crea-
tures with sharp, spiny tails used to tap directly into the
brainstems of victims. They communicate directly with
the Overlord and provide an enhanced sensory network.
Should a warrior or dwarf PC come under the control of
an overseer, the Overlord recognizes the character’s martial
stated in terms understandable to these characters. For ex- expertise, and offers the PC a chance to become a warlord,
ample, it speaks of the monorail system as if it were a de- but won’t remove the overseer under any circumstances.
mon carriage with which it has an agreement. It describes Any non-martial PC is controlled and made to fight in the
the device they are to recover as a “Great Egg,” which they Overlord’s army.
must bear to its appointed hatching place, near the Over-
lord’s fortress. Itai provides the party’s wizard with a de- DA’BROK AND THE KORGU
scription of a ritual for “hatching” the Great Egg, once in
a’brok is an alien scientist who came to Mezar-Kul

D
place.
to study the war. Though a pacifist, he is guarded
Itai knows Vor the Teknikat and has an uneasy alliance by intelligent octopoids, the korgu. They were
with her, but knows nothing of Da’brok and the korgu, or reconnaissance troops, once, but now remember only that
that they have taken over the silo containing the Great Egg. they are Children of The Bomb. Before Da’brok’s coming,
Only Atraz A’zul knows Da’brok the alien scientist’s secret, these particular korgu inhabited the silo because it bears
and has not revealed it to Itai. She only has told Itai that she the sacred sign of their genesis (this world’s symbol for mu-
can provide it with a power capable of killing the Overlord tagenic radiation). The korgu worship the missile, secure
and healing Mezar-Kul. Learn more about Da’brok in the in the knowledge that their new high priest (Da’brok) per-
right-hand column. forms the rites necessary to appease it. They are fanatically
loyal to Da’brok, and protect him zealously. Da’brok also
THE OVERLORD has a spaceship, but it is hidden far below the waters of a
he Overlord is a synthetic brain, encased in a lake, a few miles to the south. Being wholly organic, the

T crablike, armored exoskeleton, and plugged into


a gargantuan megatank. It was designed to oper-
ate semi-autonomously and to pacify far-flung territories.
Its commanders are long dead, but the Overlord fights on.
ship is the only machine on Mezar-Kul capable of surviving
the effects of the Great Egg, and may serve as a means to
return the party to their own planet.
Playing Da’brok and the Korgu
It has cleansed most of its assigned territory of opposition,
and maintained an army. Some of its minions serve will- Da’brok never leaves the silo, spending his time trying to
ingly and are allowed autonomous command of portions discover a way to alter the payload of the missile it contains
of its forces; others are directly controlled by the Over- (the Great Egg). He has hypothesized a means to twist the
lord through overseers, crablike creatures that tap into the device’s intended purpose to that of healing rather than
brainstems of host bodies. No stats are included for the corruption, but not how to produce the energies necessary
Overlord, as it’s incredibly unlikely the PCs will encounter to accomplish that transformation. His equations account
it. Should they do so, it should be tough and well-armored for the necessity of a strange and wild power, but he has no
and capable of psychic powers as well as powerful missile knowledge of its production. The party’s spellcasters hold
and melee attacks. the knowledge Da’brok seeks. Revelation of their powers

Page 20
helps him intuit the solution. Once he understands what VOR THE TEKNIKAT
the casters can do, he actively recruits the PCs to help him
alter and trigger the Great Egg. AND HER CONSTRUCTS
or the Teknikat is a builder and engineer, once an

V
PC Interaction with Da’brok and the Korgu
adjunct of Itai—acting as its physical “hands”—
Da’brok is a pacifist and won’t engage in combat. Da’brok’s now estranged by circumstances. Vor has been in
korgu, though, are holy warriors in his service, and will the city since before the war, and seeks to repair its damage.
fight if Da’brok is threatened. There also are “feral” korgu Her efforts have preserved the monorail and the systems
in the ruins. The PCs may encounter them on the way to the which maintain it, as well as some other technologies. Most
silo, building their prejudice toward the creatures.
of Vor’s natural body has been supplanted by cybernetics.
If the PCs come within 60 feet of Da’brok, they encounter a She has access to a workshop and an ancient medical suite,
strange effect—a feeling of deep contentment. This pacify- deep in the Undercity.
ing effect comes from a device invented by Da’brok, which
allows him to avoid violence by forestalling conflict before Playing Vor the Teknikat
it happens. Any creature affected (DC 30 Will save to resist) Vor observes the PCs from afar, using her observation
eschews violence while inside the field’s radius. Those suc- drones. She hates the Overlord and considers the overseer
ceeding on the initial Will save must make a further DC 15
devices it uses an abomination. She is neutral toward ev-
Will save for each attack initiated within the field’s influ-
eryone else, though her constructs have skirmished with
ence.
both the Urah and the korgu, at times. However, she would
Da’brok recognizes that the PCs are not native to Mezar- oppose triggering the Great Egg to heal Mezar-Kul, as it
Kul, and inquires about their origins and present mission. probably would thwart her life’s work, and kill her. Her
He is simply curious. So long as they are under the influ- greatest ambition is immortality.
ence of his calming device, the PCs are not compelled to tell
the truth, but simply feel no reason not to do so. The judge PC Interactions with Vor the Teknikat
should use Da’brok’s questions about the individual PCs as
Should the PCs ally with Itai, it informs Vor the Teknikat
a means to help Da’brok learn that the party’s spellcasters
can harness strange energies — this is a realm of physics that they serve its cause. She will leave them alone un-
he has long suspected but been unable to unlock, and is less provoked. If they ally with, or are conscripted by, the
key to controlling the effects of the Great Egg. Any detailed Overlord, they are treated as enemies. If they remain neu-
description or demonstration of magic inspires Da’brok to tral in the conflict, the judge should allow Vor to propose
intuit that such powers are the “wild” energies he needs to an alliance against the Overlord, whom she describes as a
control the Great Egg (actually a warhead with a mutagenic “slaver”. Repeated destruction of her constructs by the PCs
payload) into something far more potent – and potentially leads her to assume that they are, in fact, allied with the
beneficent. Overlord.

APPENDIX B:
CREATURES OF MEZAR-KUL
Wild Creatures Well-armored, six-limbed beast resembling a gigantic,
spiked mantis. Springs to impale foes on hook-like arms.
Gorva: Init +3; Atk harpoon +4 missile (1d4 plus poison);
To escape, victims must make a DC 15 Str check to break
AC 15; HD 4d6; MV 30’; Act 1d20; SP harpoon tether (DC
20 Str check to break free), poison (DC 15 Fort save or 1d4 free, or face its fearsome bite. Escape causes 1d4 additional
additional damage, plus 1d4 hp damage per round until damage to the victim as the barbs are ripped from flesh.
healed); SV Fort +2, Ref +5, Will +3; AL N. Zarn: Init +5; Atk bite +7 melee (2d6+4) and 2x claw +7 me-
Gorva are scorpion-like ambush predators. They lie in wait lee (1d6+4); AC 18; HD 7d12; MV 50’; Act 1d20+1d16+1d16;
for prey and strike with poisoned, harpoon-like extremities SP none; SV Fort +5, Ref +5, Will +5; AL N.
which pump more poison each round. Poison causes 1d4
Fearsome, octopoid beast about the mass of an elephant,
hp of damage (DC 15 Fort save). Failed save also results
with an armored exoskeleton, and scissor-like claws. Al-
in 1d4 necrosis damage per round until healed. Harpoon
tethers have AC 15. ways hungry and very territorial, they burrow in sand or
rubble, above or below ground.
Peygamb: Init +5; Atk leaping attack +3 melee (2d4+4) or
bite +5 melee (1d8+4); AC 16; HD 4d12; MV 25’ or leap up Spine Crab: Init +0; Atk bite +6 melee (1d6+4, special) or 2x
to 50’; Act 1d20; SP impale (after successful leaping attack, tail spines missile +3 (1d8 each); AC 15; HD 14d8; MV 40’;
target is impaled and suffers -3 AC; must make DC 15 Str Act special or 2d20; SP multi-headed (see below), immune
check to escape, taking +1d4 damage); SV Fort +5, Ref +2, to effects requiring a Will save; SV Fort +5, Ref +3, Will im-
Will +5; AL N. mune; AL N.

Page 21
SP martial expertise, camouflage (+5 to hide), retractable
claws, auto-euthanasia; SV Fort +5, Ref +5, Will +4; AL L.
Martial Expertise: Deed die d6; Crit Table/die 1d20/IV;
Crit threat range 19-20.
The Overlord’s Minions
Warlord: Init +4; Atk saber +7 melee (1d8+3) or plasma
cannon +4 missile (2d6 plus DC 12 Ref save or 1d4 splash
damage to any in 20’ radius); AC 17; HD 6d12; MV 30’ afoot
or 60’ in chariot; Act 1d20+1d16; SP overseer; SV Fort +5,
Ref +5, Will +4; AL L.
These are the leaders of the Overlord’s forces. The Overlord
has provided them with autonomy, allowing them to lead
its troops more effectively and rarely using the overseers at-
tached to their skulls. They are not cybernetic creatures like
the kozaks and malga. Warlords ride hover chariots armed
with plasma cannons, which can be aimed in a 270-de-
gree arc to the front and sides. These vehicles are remotely
tracked by the Overlord. Warlords also pilot screamers; as
pilots, they carry only their melee weapons.
If the PCs kill a warlord, the troops under its command re-
duce their initiative bonuses and attacks (-2) to reflect the
Overlord’s difficulty in controlling them.
Malga: Init +5; Atk bite +4 melee (1d6 plus shock); AC
14; HD 2d8; MV 45’; Act 1d20; SP cybernetic creature (im-
mune to sleep, charm, and any effects requiring a Will save;
vulnerable to electrical attacks), shock (DC 18 Fort save or
Spine crabs are gigantic 8-legged predators and move stunned for 1 turn); SV Fort +2, Ref +5, Will immune; AL L.
quickly along the surface rubble. When the spine crab bites, Malga are six-legged predators, swift and dangerous, used
1d4 heads shoot out from its front end. The heads have to run down and capture recruits for the Overlord’s army,
variable attack dice, starting from d24 and descending by but will kill just as readily. They attack with a bite that in-
1 per head that emerges (first head uses d24, second uses flicts a stunning shock.
d20, and so on).
Kozak: Init +1; Atk saw +4 melee (1d8+4) or arc gun +5
The Urah missile (1d8+2 plus DC 13 Fort save or stunned for 1d4+1
The Urah are hardy humanoids with hairless, elongated rounds); AC 16; HD 5d10; MV 25’; Act 1d20; SP cybernetic
heads, and large black eyes. They have armored, chame- creature (immune to sleep, charm, and any effects requiring
leon-like, grey skin, and retractable claws. They stand a lit- a Will save; vulnerable to electrical attacks), overseer; SV
tle over 5 feet tall. While they are not large, they are heavy Fort +6, Ref +2, Will immune; AL L.
and strong for their size, and have natural armor under
A cybernetic humanoid, armed with a plasma arc gun and
camouflaged hide.
a circular saw, each connected to an arm. It is controlled by
These creatures are the remnants of an elite military force, an overseer.
engineered to infiltrate, strike, and escape. They guard Itai
Overseer: Init -1; Atk control spike +2 (1d2); AC 18; HD
the Oracle.
1d4; MV 30’; Act 1d20; SP mind control (may control its
The Urah fight with primitive weapons, including exotic host: opposed Will save to resist), cybernetic creature (im-
crossbows (spring guns) with attached glaives, and re- mune to sleep, charm, and any effects requiring a Will save;
tractable claws. They are skilled guerilla fighters, adept at vulnerable to electrical attacks); SV Fort +2, Ref -2, Will +7;
climbing and using the natural landscape. Urah generally AL L.
are knowledgeable about local flora and fauna. Because of
their natural coloring, and their skills in the wilderness, The overseer resembles a small horseshoe crab, often at-
they receive a +5 bonus to hide. The Urah cannot be co- tached to the back of a host’s head, tail spike tapped into
opted by overseers, as they auto-euthanize if captured. the brainstem. The Overlord controls the host (though this
control can be resisted via an opposed Will save), and can
Urah: Init +7; Atk glaive +3 melee (1d8+3+deed die), “see” through host’s senses. If the host is killed, the over-
claw +3 melee (1d4+3+deed die), or spring gun +3 missile seer seeks a new host or, at the Overlord’s bidding, returns
(1d6+deed die); AC 17; HD 5d12; MV 35’; Act 1d20+1d16; to base.
Page 22
Screamer: Init +3; Atk bomb +2 missile (variable) or spit
acid +4 missile (2d6); AC 14; HD 3d6; MV 20 or fly 60’; Act
1d20; SP overseer; SV Fort +2, Ref +5, Will +3; AL N.
The screamer looks like a gigantic crab with iridescent
wings like those of a dragonfly. It is controlled by an over-
seer, and often carries a warlord rider. These creatures per-
form airborne reconnaissance for the Overlord, and can
drop flammable liquids, acid, and pods of additional over-
seers (any two payloads). The creature may spit acid once
per combat, or drop a fire bomb (2d6 damage first round,
1d8 the second, 1d4 the third) and/or a pod with 8 over-
seers in it. The pod opens on landing and the overseers at-
tack to control nearby living creatures without overseers.
Clubber: Init -3; Atk flail +6 melee (2d10+5); AC 20; HD
12d12; MV 40’; Act 1d24; SP synthetic (immune to sleep,
charm, and any effects requiring a Will save; vulnerable to
electrical attacks); SV Fort +6, Ref -2, Will immune; AL N.
This mechanical brute is about 20 feet tall. The munitions
that once armed its main weapons are long since expended,
but the clubber is still capable of using its secondary melee
armament, a gargantuan flail.
Da’brok and the Korgu
Da’brok: Init +4; Atk pacifying field (special); AC 18; HD
5d4; MV 30’; Act 1d20+1d14; SP pacifying field (any crea-
ture within a 60’ radius failing a DC 30 Will save becomes
pacifistic); SV Fort +3, Ref +3, Will +6; AL N.
shock); AC 18; HD 5d10; MV 35’; Act 2d20; SP cybernetic
Da’brok is an alien scientist who came to Mezar-Kul to
creature (immune to sleep, charm, and any effects requir-
study the effects of the war, and how life has adapted to
ing a Will save; vulnerable to electrical attacks), distributed
the ruined environment. He inhabits the silo holding the
consciousness (in constant contact with network of con-
Great Egg. structs), shocking staff (+2d8 damage plus DC 20 Fort save
Korgu: Init +3 (75% chance to surprise if hiding); Atk claw or stunned 1d4 turns); SV Fort +5, Ref -1, Will +5; AL L.
+1 melee (1d4) or acid +4 missile (1d6); AC 14; HD 3d6; MV Vor spends most of her time communing with the network
40’ or climb 30’; Act 2d20; SP amphibious, boneless; SV Fort of nanites that make up her creatures. She is cybernetic,
+2, Ref +4, Will +2; AL N. still, but slowly becoming transorganic, sharing commu-
The korgu look something like a leathery-skinned octo- nion with her constructs. She is surprisingly well-armored
pus, adapted for land warfare. They attack with jets of acid and carries a staff with a strong electrical charge.
(50’ range) or with claws on their appendages. Korgu are Nano-Mech: Init +0; Atk shock +4 melee or +3 missile (DC
stealthy, highly intelligent, and capable of using tools and 15 Fort save or stunned for 1d4 turns); AC 16; HD 3d8; MV
weapons. While they are not particularly hardy, they are 20; Act 1d20; SP synthetic creature (immune to sleep, charm,
able to squeeze through narrow cracks for escape or attack, and any effects requiring a Will save; double damage from
and often act as pack-ambush predators. Their natural electrical and magical attacks; half damage from heat and
camouflage blends with any background. They climb sheer cold-based attacks; regenerates 1 hp per round), nanoform
surfaces using hooks on their tentacles. (damage causes formation of nanoplasm pools and any
Vor the Teknikat and Her Constructs successful attack may infect target failing DC 18 Fort save);
SV Fort +6, Ref +0, Will immune; AL N.
Vor’s creatures are self-repairing. When damaged, they re-
generate 1 hp per round. “Killed” creatures become nano- These autonomous robotic repair modules roam the east
plasm and begin to harvest resources. However, nanoform side of the dead city, maintaining and repairing the mono-
creatures are vulnerable to magical attacks or electrical rail. Nano-mechs consist of large blobs of liquid, which
extrude a variety of flexible “arms” for sensing, repairing,
shocks, which do enhanced damage and render them un-
and defense. A nano-mech attacks only to defend itself. It
able to regenerate or reconstitute as nanoplasm.
can shed pieces of itself (nanoplasms) which act autono-
Vor the Teknikat: Init +2; Atk staff +3 melee (1d4 plus mously and are very dangerous.
Page 23
Nanoplasm: Init +3; Atk decompile +4 melee (1d3 per ina reaches 0; lost Stamina is regained after 1 round once
round + special); AC special; HD 5d8; MV 20’; Act 1d20; SP breathing is restored. Creatures damaged by nanoplasms
immune to non-magical weapons, synthetic creature (im- must make a Fort save (DC 18) or become infected with
mune to sleep, charm, and any effects requiring a Will save; nanites. Though it takes a very long time, a nanoplasm can
double damage from electrical and magical attacks; half abduct a living being. After 1 week, the affected creature
damage from heat and cold-based attacks; regenerates 1 hp begins to feel ill and crave metals; after 2 weeks the creature
per round), nanoform (see below); SV Fort +5, Ref +5, Will becomes nanoplasm.
immune; AL N.
Protector: Init -1; Atk blade +5 melee (1d8+4) or autogun +4
These creatures are sent to roam the dead city, acquiring missile (5d4); AC 18; HD 5d12; MV 20’ or roll 35’; Act 1d20
raw materials. They look like moving puddles of iridescent, or 2d16; SP nanoplasmic creature (immune to sleep, charm,
liquid metal. They are not affected by normal weapons, but and any effects requiring a Will save; regenerates 1 hp per
magical attacks damage them through the corrupting influ- round); SV Fort +6, Ref -1, Will immune; AL N.
ence of otherworldly power. If attacked physically with a
A 3’ diameter spherical construct which rolls when col-
non-magical weapon, it “grabs” whatever it is hit with (DC
lapsed or walks when opened. It has an autogun and sen-
15 Str check to pull the object or limb free), flows up to en-
sor where its head should be and bladed arms.
case the object and anything attached to it, and decompiles
its target. Watcher: Init +4; Atk n/a; AC 19; HD 1d6; MV 50’; Act n/a;
SP cybernetic creature (immune to sleep, charm, and any
Nanoplasm can flow through, over, or under anything,
effects requiring a Will save); SV Fort -2; Ref +6; Will im-
deconstructing it on a molecular level, enveloping a living
mune; AL N.
creature within 2 rounds and thereafter inflicting suffoca-
tion damage and infection. Suffocating creatures take 1d6 A hummingbird-like construct, about the size of a human
points of Stamina damage per round and die when Stam- head.

This printing of DCC #87: Against the Atomic Overlord upgrade, improvement, compilation, abridgment or Game Content that you Use. No terms may be added 8. Identification: If you distribute Open Game Content
is done under version 1.0 of the Open Gaming License, other form in which an existing work may be recast, to or subtracted from this License except as described You must clearly indicate which portions of the work that
and the System Reference Document by permission transformed or adapted; (c) “Distribute” means to by the License itself. No other terms or conditions may you are distributing are Open Game Content.
from Wizards of the Coast, Inc.Designation of Product reproduce, license, rent, lease, sell, broadcast, publicly be applied to any Open Game Content distributed using 9. Updating the License: Wizards or its designated Agents
Identity: The following items are hereby designated as display, transmit or otherwise distribute; (d)”Open Game this License. may publish updated versions of this License. You may
Product Identity in accordance with Section 1(e) of the Content” means the game mechanic and includes the 3.Offer and Acceptance: By Using the Open Game use any authorized version of this License to copy,
Open Game License, version 1.0: Dungeon Crawl Classics, methods, procedures, processes and routines to the Content You indicate Your acceptance of the terms of modify and distribute any Open Game Content originally
DCC RPG, Mighty Deed of Arms, spell check, Luck check, extent such content does not embody the Product this License. distributed under any version of this License.
spellburn, mercurial magic, corruption, disapproval, Identity and is an enhancement over the prior art and
4. Grant and Consideration: In consideration for agreeing 10 Copy of this License: You MUST include a copy of
all spell names, all proper nouns, capitalized terms, any additional content clearly identified as Open Game
to use this License, the Contributors grant You a this License with every copy of the Open Game Content
italicized terms, artwork, maps, symbols, depictions, and Content by the Contributor, and means any work covered
perpetual, worldwide, royalty-free, non-exclusive license You Distribute.
illustrations, except such elements that already appear in by this License, including translations and derivative
the System Reference Document. works under copyright law, but specifically excludes with the exact terms of this License to Use, the Open 11. Use of Contributor Credits: You may not market or
Product Identity. (e) “Product Identity” means product Game Content. advertise the Open Game Content using the name of any
Designation of Open Content: Subject to the Product Contributor unless You have written permission from the
Identity designation above, such sections of creature and product line names, logos and identifying marks 5. Representation of Authority to Contribute: If You are
including trade dress; artifacts; creatures characters; contributing original material as Open Game Content, Contributor to do so.
statistics as derive from the SRD are designated as Open
Gaming Content. stories, storylines, plots, thematic elements, dialogue, You represent that Your Contributions are Your original 12 Inability to Comply: If it is impossible for You to
incidents, language, artwork, symbols, designs, creation and/or You have sufficient rights to grant the comply with any of the terms of this License with respect
Some of the portions of this book which are delineated depictions, likenesses, formats, poses, concepts, rights conveyed by this License. to some or all of the Open Game Content due to statute,
OGC originate from the System Reference Document and themes and graphic, photographic and other visual judicial order, or governmental regulation then You may
6.Notice of License Copyright: You must update the
are copyright © 1999, 2000 Wizards of the Coast, Inc. or audio representations; names and descriptions of not Use any Open Game Material so affected.
COPYRIGHT NOTICE portion of this License to include
The remainder of these OGC portions of these book are characters, spells, enchantments, personalities, teams, the exact text of the COPYRIGHT NOTICE of any Open 13 Termination: This License will terminate automatically
hereby added to Open Game Content and, if so used, personas, likenesses and special abilities; places, Game Content You are copying, modifying or distributing, if You fail to comply with all terms herein and fail to
should bear the COPYRIGHT NOTICE “DCC #87: Against locations, environments, creatures, equipment, magical and You must add the title, the copyright date, and the cure such breach within 30 days of becoming aware of
the Atomic Overlord, copyright © 2015 Goodman or supernatural abilities or effects, logos, symbols, or copyright holder’s name to the COPYRIGHT NOTICE of the breach. All sublicenses shall survive the termination
Games, all rights reserved, visit www.goodman-games. graphic designs; and any other trademark or registered of this License.
any original Open Game Content you Distribute.
com or contact info@goodman-games.com” trademark clearly identified as Product identity by the
7. Use of Product Identity: You agree not to Use any 14 Reformation: If any provision of this License is held to
DCC #87: Against the Atomic Overlord is copyright © owner of the Product Identity, and which specifically
Product Identity, including as an indication as to be unenforceable, such provision shall be reformed only
2015 Goodman Games. Open game content may only be excludes the Open Game Content; (f) “Trademark”
compatibility, except as expressly licensed in another, to the extent necessary to make it enforceable.
used under and in the terms of the Open Game License. means the logos, names, mark, sign, motto, designs
that are used by a Contributor to identify itself or its independent Agreement with the owner of each element 15 COPYRIGHT NOTICE
OPEN GAME LICENSE Version 1.0a of that Product Identity. You agree not to indicate
products or the associated products contributed to Open Game License v 1.0 Copyright 2000, Wizards of
The following text is the property of Wizards of the the Open Game License by the Contributor (g) “Use”, compatibility or co-adaptability with any Trademark
the Coast, Inc.
Coast, Inc. and is Copyright 2000 Wizards of the Coast, or Registered Trademark in conjunction with a work
“Used” or “Using” means to use, Distribute, copy, edit,
containing Open Game Content except as expressly System Rules Document Copyright 2000 Wizards of the
Inc (“Wizards”). All Rights Reserved. format, modify, translate and otherwise create Derivative
licensed in another, independent Agreement with the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
1. Definitions: (a)”Contributors” means the copyright Material of Open Game Content. (h) “You” or “Your” Williams, based on original material by E. Gary Gygax
owner of such Trademark or Registered Trademark.
and/or trademark owners who have contributed means the licensee in terms of this agreement. and Dave Arneson.
The use of any Product Identity in Open Game Content
Open Game Content; (b)”Derivative Material” means 2. The License: This License applies to any Open Game does not constitute a challenge to the ownership of that DCC #87: Against the Atomic Overlord, copyright ©
copyrighted material including derivative works and Content that contains a notice indicating that the Open Product Identity. The owner of any Product Identity used 2015 Goodman Games, all rights reserved, visit www.
translations (including into other computer languages), Game Content may only be Used under and in terms of in Open Game Content shall retain all rights, title and goodman-games.com or contact info@goodman-
potation, modification, correction, addition, extension, this License. You must affix such a notice to any Open interest in and to that Product Identity. games.com (Print Edition)

Page 24
APPENDIX C: DEAD CITY ENCOUNTERS AND ARTIFACTS
ROLL UNDERCITY MONORAIL RUINS

d14 Encounter Artifact Encounter Artifact Encounter Artifact


Undetonated
Bucket of electri-
Feral korgu Plastic jug of Feral korgu hunt- artillery shell (un-
1 scouts (1d4) grain alcohol
Watcher cally-conductive
ers (1d6+2) stable, Luck roll
industrial grease
or 2d10 damage)
Small electro-
Padlocked tool-
Feral korgu Squad of Urah 5-gallon barrel of Urah warband magnet with loop
2 warband (2d6)
box w/handle
(1d6+2) caustic liquid (2d6+4) handle (400 lb load,
(full of tools)
1d100 turn charge)
Unlocked toolbox Minefield (Luck
Urah spring gun
w/handle (DC Squad of kozaks Plastic squirt roll to cross or
3 Gorva nest (1d4)
15 explosive trap, (1d6+2) bottle exit, or 2d8 dam-
w/1d3 clips of 5
bolts
2d6 damage) age)

Aluminum base-
Gorva colony
4 (2d5)
ball bat (1d4+1 Watcher Mop and bucket Watcher Umbrella
damage)

Glow-in-the-dark
Harmless but
Two-wheeled Battle between superball (recharges Pouch of metallic
5 startling vermin
hand truck korgu and kozaks in sunlight, 10’ light
Watcher
polyhedral dice
(small)
radius for 4 hours)

Harmless but Plastic shipping Bulletproof mes-


Band of feral Telescoping 15’
6 startling vermin container (2x2x4’)
korgu (1d8) pole (3 sections)
Watcher senger bag & old
(large) w/handles maps

Spare battery for


Metal box w/
monorail emer- Protector squad
7 Nanoplasm Radiation suit Nano-mech
gency power (1d4+2)
1d6 stainless steel
pulleys
(charged)

Nanoplasms Pair of rubber Peygamb nest Broken down war


8 (1d4)
Bolt cutters Nano-mech
boots (1d6+2) machine

Unstable room/
Harmless but Ancient bass
passage (1 in 4 Box of 1,000 ball Malga pack
9 chance of col- bearings
startling vermin Maintenance kit
(2d4+2)
guitar w/inde-
(small) structible case
lapse)
Unstable room/
Harmless but
passage (1 in 3 Collapsible lad- Kozak squad Box of 1d4 func-
10 chance of col- der (15’)
startling vermin Jumpsuit
(1d6+2) tional landmines
(large)
lapse)

50’ spool of 1/8- Urah/kozak


Weird fungus Kozak warband
11 (glowing)
in. braided steel Lone peygamb Child’s toy
(3d6) & warlord
battle site (1d4
cable days old)

Weird fungus emit-


ting spores (DC 15 Box w/1d5 50-yd. Large metal arm
12 Fort save or 2d6 rolls of duct tape
Nanoplasm Screamer cocoon Spine Crab
w/attached flail
poison damage)
Mutagenic
Flashlight (1d10 20’ heavy steel
radiation (DC 20 5-gallon can of Nanoplasms
13 Fort save versus petroleum fuel (1d4)
hours remaining Zarn chain w/hooks at
charge) ends
greater corruption)
Web climbing
Metal crate
Trap (judge’s harness with 1d8 Vor the Teknikat Large bag w/
14 discretion) carabiners at- and 2 protectors
(trapped, judge’s Clubber
100-sq. ft. tent
discretion)
tached

Page 25
Page 26
Page 27
Page 28
Page 29
Page 30
Page 31
Handout E
Page 32

You might also like