Wednesday, April 10, 2019

MCC - Purple Pit of the Mole Men (Area 1-5)



Area 1-5 The Den/Restrooms

Once on the other side of the debris barrier the PCs should notice a pair of doorways on the left side of the room. The closer of the two leads to the restrooms, now used as the den for the mole men. All is quiet within except on a truly exceptional roll or with a mutant power which may detect the 2-3 mole men sleeping within:

Through the opening you can see into a dimly lit room. The air within is a stinking miasma of body odor and fecal matter, apparently the mole men are not big on hygiene. You can dimly make out the shapes of several sleeping pallets of hides and furs at least 2 of which are occupied. Along on wall you can see a waist high shelf and the room double back into a section of metal walls. 

Stealthy PCs may be able to ambush and/or coup de gras the mole men within. Allow the PCs to roll d24s for initiative and/or the first round attacks if they maintain stealth. The first 2 mole men in the room have 20 & 17 hit points, roll 3d10 for any additional mole men you may need.

If the combat takes more than 3 rounds, or spills out into the main room (Area 1-2) the mole men from area 1-4 will ambush the PCs if they have not already been dealt with.

Mole Men:
Init: +2; Atk +1 Spear (1d7) or +1 Bow (1d6); Act: 1d20; AC: 13 (hides); HD: 3d10 (15); Mv: 20; SP Immune to Radiation; Sv. F +3, R +1, W +2
Once the mole men are defeated the players will likely search the room. The metal walled area are the old bathroom stalls which no longer have active plumbing but the mole men still use for their business and are disgusting but otherwise unoccupied. The half wall is a row of sinks and one of them has a medishot (pg 178). The room is otherwise devoid of useful loot.

Exits to:

Wednesday, April 3, 2019

MCC - Purple Pit of the Mole Men (Area 1-4)



Area 1-4 The Break Room

Once on the other side of the debris barrier the PCs should notice a pair of doorways on the left side of the room. The farther of the two leads to the break room, and the Judge may opt to have the flickering light of a fire come from the doorway and/or the sound of high-pitched mole men voices. If the players sneak up to the entry they should definitely see and hear these. Should they look in describe the following:

Through the opening you can see into a small room, no more than 15 feet on a side. Two of the walls are occupied by storage compartments with a large metal storage box directly across from the opening. The center of the room is filled with a fire-pit over which a large pot or cauldron hangs and from which the sounds and smells of some kind of strange stew cooking can be experienced. Huddled around this meal-to-be are a group of mole men [1+1/2 PCs; typically 4] conversing in a strange chittering language.

The mole men will react hostilely to any intruders and a pitched battle is almost certain to happen. The first four mole men in the room have 14/14/12/11 hit points, roll 3d10 for any additional mole men you may need.

If the combat takes more than 3 rounds, or spills out into the main room (Area 1-2) the mole men from area 1-5 will ambush the PCs.

Mole Men:
Init: +2; Atk +1 Spear (1d7) or +1 Bow (1d6); Act: 1d20; AC: 13 (hides); HD: 3d10 (15); Mv: 20; SP Immune to Radiation; Sv. F +3, R +1, W +2
Once the mole men are defeated the players will likely search the room. The cabinets are largely empty except for old gnawed bones and rotting scraps of flesh. The large metal cabinet however contains a useful item:

When you open the large metal container a wave of cool air that reeks of rotting meat and stale blood wafts out. On the center shelf the de-fleshed skull of a human stares back at you. The grisly sight is tempered by the metal object residing within the right eye of the skull. An apparent artifact of the ancients it seems to have replaced the owners original eye. 

This is a cyber-eye artifact (pg 178 and when activated with any check result of 12+ by any character who is not a healer it will immediately and forcibly implant itself in their head, destroying and replacing one of their eyes if need be and dealing 1d3 damage. For a healer any result of 12+ will allow them to hold the eye in preparation for a less traumatic surgery at the time of their choosing.

The first player daring (or foolish) enough to sample the stew in the pot must make a DC 12 Fortitude save. If they fail they will lose 1d3 Stamina from a rather nasty case of food poisoning. If they succeed they will earn +1 Luck (replaces lost luck first).

Exits to:

Wednesday, March 27, 2019

MCC - Purple Pit of the Mole Men (Area 1-3)



Area 1-3 Elevator

The metal slab on the right of the shroom filled area is an elevator door that.

Set into the wall is a slab of polished metal with a seam down the middle filled with something black. To the right there is a small jewel set into the wall that glows with a dim whitish light. The slab is roughly 6 feet wide and 8 tall and seems fully untouched by the aeons. 

The door can be opened by pressing the glowing jewel in the wall, which turns the jewel green and produced a "ding" before the doors slide apart. Alternately they can be forced with a DC 18 Strength check. A rover can make a DC 5 check using their Artifact Doors check bonus.

The slabs of metal part opening into a dark shaft nearly 10 feet on a side. Below the shaft descends some hundred feet and looking down you can see a shimmer of water from which a strange blue glow emanates. Dangling from the darkness above a pair of metal ropes descend some 6 feet before terminating abruptly, clearly you can only descend so far before you need to provide your own rope, or simply drop into the pool below. 

A DC 8 Strength of Agility check is needed to jump out and grab the metal ropes. Climbing down (or up) them requires another DC 8 Strength of Agility check. Dropping the last 40 feet into the water deals 1d3 damage, falling from higher up requires a DC 10 reflex save; if made the damage is 1d8, if failed the damage is 3d6.

The pool of water below is highly radioactive and immersion in the water forces a DC 15 Fortitude save for half damage against 1d8 radiation damage.

The water is strangely warm, almost hot and immediately your skin feels hot and tingles. You can see that this shaft has deposited into a larger cavern, either natural, or eroded over time. There is the remains of one wall of the square shaft with a pair of sliding metal doors at the water level. They appear to be your own exit.

The characters will want to exit the pool as quickly as possible. Every minute spent in the water forces another DC 15 save for half against 1d8 radiation damage. Forcing the lower doors open requires a DC 8 Strength check.

Exits to: