Wednesday, March 13, 2019
MCC - Purple Pit of the Mole Men (Area 1-1)
Welcome to the first a in series of weekly posts detailing my Mutant Crawl Classics adventure Purple Pit of the Mole Men. Each week I will provide an area of the map in complete detail and by the end of this series you will have a full adventure ready to be run. This adventure is based on Harley Stroh's The Sinister Secret of Whiterock, and I consider this an adaptation of the adventure to the MCC rules set. You can navigate using the links provided in this post or via the page in the header bar above. This is designed with 4-6 level 1 characters in mind, if you are running this with higher level characters increase hit dice and enemy numbers accordingly.
Area 1-1 Entrance
The player characters can find this location while exploring or head directly to it if they were witness to the landslide that revealed this entrance after untold years buried.
You stand amid the rocks and earth of a recent landslide looking up at the shorn off earth above. A strange site greets your eyes; a wall of artificial stone of the ancients juts partway out from the rocks and fresh earth. A small ledge of similar material leaves a place where one could stand were they to climb the loose slope. A portion of the wall seems to be the strange "hard air" of the ancient ones, and may provide access to this newly uncovered ancient ruin.
Climbing up to the ledge can be done with a DC 7 agility check. No check will be needed if there is a rope other aide. Atop the ledge the following additional detail can be seen.
Standing on the ledge you see that this structure's exposed wall is perhaps 15 feet across and ten feet high. Set into this wall is a section of "hard air" roughly 6 feet long and 7 feet high, which is grimy with age and dirt. Through the dirty "hard air" a strange purple glow can barely be made out within the ruin. Set into the wall on the left is a black square with a triangular depression.
The "hard air" is a sliding glass door which serves as entry into this ruin. A rover can attempt to open the door with a DC 10 check to bypass Artifact Doors and Security Systems. The glass/hard air can be smashed with 10 points of damage, or it can be forced open with a DC 15 Strength check (or a combined strength of 25). The wall to the right of the door is cracked and with an hour of effort the broken stone can be pulled down enough to squeeze through.
Once inside the characters will find a room 15 feet long and 10 feet deep.
Inside you found a small chamber 15 feet long and 10 feet deep. Directly ahead is an opening barred by another "hard air" barrier, beyond which the purple glow is more obviously visible. To the left is a small wall, half the height of a man, and to the right an area of the room contains 4 upright pillars.
On the left is the security area. Behind the console is the corpse of an ancient one. Time has deteriorated the bones such than any disruption will crumble them to dust. The body has a security comm badge that will open all doors in the facility, and a gauzer pistol with 7 rounds.
The control unit is mostly broken, but a DC 15 Intelligence check can repair it enough to allow the door to activate and open into Area 1-2. A result of DC 20 will also reactivate the 4 decon-pillars in the room which will purge radioactive material from any who walk within the area they outline. The only effect of which would be to inactivate any materials useful for Glowburning.
If the characters do not fix the console they can open the inner glass door in the same way as the outer door (DC 10 check from a Rover, DC 15 Str check, 10 points of damage, or a combined 25 Str). Alternately if the Comm Badge is activated it will automatically open the door for the possessing character.
If the characters peer through the inner door into Area 1-2 they will see a larger area festooned with glowing mushrooms in various shades of purples, blues, and reds, as well as a number of areas where a different green-yellow glow leaks from between the mushrooms.
Exits to:
Wednesday, March 6, 2019
Coming Soon - Purple Pit of the Mole Men
I've been quiet lately due to various factors, mostly a busier than usual work schedule leaving me with less time to write, but also because the impending demise of Google+ really has me down. However as I am off to Gary Con to run Purple Pit of the Mole Men I can announce that I will be returning with regular blog posts on my return. I am going to break up Purple Pit of the Mole Men into a series of blog posts, one each per room, and providing the full details. There are approximately a dozen areas in the adventure so this project will take about as many weeks to complete, but in the end you will have a full adventure, or a bunch of possible drop in rooms to add to other adventures.
You may wonder why I don't publish, and the easy answer is this, I don't feel that this qualifies as an original adventure. It retains a great deal of DNA and inspiration with Harley Stroh's The Sinister Secret of Whiterock and, as a result, it feels more appropriate to post this for free for others to enjoy rather than simply holding it in my pocket for all time.
- Area 1-1 Entrance
- Area 1-2 Shrooms and Screamers/Main Office
- Area 1-3 Elevator
- Area 1-4 The Break Room
- Area 1-5 The Den/Restrooms
- Area 1-6 Main Control Room
- Area 1-7 Stairs
- Area 2-1 Pump Control
- Area 2-2 Central Maintenance
- Area 2-3 Reactor Access
- Area 2-4 Reactor Chamber
Wednesday, January 23, 2019
Nuts & Bolts #157 - Hacking the Cypher System - Role Play Informed Modifications
I've mentioned before my current Cypher campaign in the Nightbane setting (a Palladium RPG that's proving way more fun in Cypher System). The players are really getting into things and exceeding my expectations for role playing in a horror setting. Horror games can be tough if the players aren't on board for playing horror, but so far this hasn't been the case for this tale of people turned monsters. In the course of the campaign thus far fear and paranoia on the part of the characters has been playing strongly into the actions of the players. Even better the dice seem to be in on the fun and have been supporting things.
Picture the scene ... one of the characters has found that by traveling through mirrors he can access a parallel shadowy earth; a twisted realm known as the Nightlands. He convinces a second character to help him take the bodies of two doppelgangers they killed to the Nightlands for "disposal." This second PC has been pretty freaked out by everything and is reluctant to go to this scary sounding Nightlands place, but he mans up and tries ... and fails. He spends a moment to put some effort into it and tries again ... and fails, again. He spends and XP, and still fails (mind you a lvl 4 task with effort he only needs a 9+). He takes a recovery to get some points back and collect himself and tries, and fails, again.
I mention this not because these moments are amusing and memorable but because I've been taking these role playing moments, and using them in conjunction with a little use portion of the optional rules: XP Advances.
You'll find the text for XP advances in the Cypher System Rulebook on page 230-231. The basic gist is that the player can trade negative character traits for XP. For example a character who is wanted by the law might get ~4-6 bonus XP. Normally such traits and their trade off bonuses are the domain of character creation, but I've started to use the rule in the situations above to give role-play informed modifications to characters in exchange for Advancements.
So in the example above I offered the player a permanent Inability in tasks related to traveling through mirrors (a pretty big deal since the Nightlands are the only place to get Cyphers for this character in this game) and in exchange an advancement for extra edge in a pool of his choice. I did similar for another player whose character continually refused to transform back into their human guise. These are optional for the players and I only offer them when it feels right for the character and the story, but so far it has been well received and has made for interesting character development and roleplay.
If a GM wasn't willing to give out entire advancements they could hand out XP, or other short, medium, or long term benefits. These types of character impacting modifications should obviously be taken carefully and not abused. Let the game guide you and only offer them when it feels earned by the direction of the role-play and the game.
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