Wednesday, April 24, 2019

MCC - Purple Pit of the Mole Men (Area 1-7)



Area 1-7 Stairs

Cleverly hidden behind some easy to remove panels of the barricade that breaks up Area 1-2 is a doorway that the mole men use as entrance and egress. Characters can spot this if they specifically disassemble this portion of the barricade, or with a DC 10 Intelligence check.

You open the door into a chamber that was likely once bright white, but years of grime have rendered it a mottled grey. To the left there is a ladder to the ceiling and hatch. In front of you there is the start of a set of stairs down. 

If the reactor has been shut down there will be no lights in the complex and the stairs will be dark as the mole men can see in the dark. The stairs wind downward for nearly 100 feet and the area is usually under guard by a single mole man () who is armed with the usual weapons plus an artifact zapper glove (pg 175).

Mole Man:
Init: +2; Atk +1 Spear (1d7), +1 Zapper Glove (sp) 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
If the power is on the guard will not be alone and on low awareness, but if the power has been shut down he will go to the bottom of the stairs to gather the mole men from area 2-2 as reinforcements.

The hatch in the ceiling leads directly outside and is the way that the mole men typically enter and leave the complex, it is not locked, and may be a way to get some light into the stairs if the power is out.

Exits to:

Wednesday, April 17, 2019

MCC - Purple Pit of the Mole Men (Area 1-6)



Area 1-6 Main Control Room

A complex artifact looking out onto the reactor chamber below. This room has a great deal of ambient radiation but also can enable the characters to shut down the reactor below.

A wall of hard air separates you from a room filled wall-to-wall with complex machinery and controls. Clearly an artifact of incredible complexity, it even has seats for two ancient ones to operate. Beyond the controls a window looks out onto a wide open space from which an intense purple glow emanates.   
The doors to the control room will automatically open for anybody with the comm badge from area 1-1, or with a DC 10 check by a Rover, a total of Str 20 applied, or 30 points of damage inflicted upon the hard air.

The hard air portal swooshes open and a wave of hot air rolls out and over you causing you skin to tingle and your nostrils to flare from the stale smell of aeons old air. You can now hear the quiet clicking and whirring of the great mechanism before you.

Any who enter the control room should make a DC 10 Fortitude save or take 1d6 radiation damage. Repeat this save for every turn (10 minutes) spent within the control room due to the in effective radiation shielding.

The artifact control panel uses the following results table:
  • 1: Meltdown! Claxons wail as the controls fail and the reactor enters meltdown. Meltdown will occur within 3d24 hours creating a massive explosion. In the lead up to the meltdown radiation within the facility rises dramatically forcing a DC 20 Fortitude save per round vs 1d30 radiation damage. 
  • 2-10: No effect. Such complexity boggles the mind and you simply fail to make any meaningful adjustments to the operation of this ancient device. 
  • 11-15: Minor adjustments to the operation of the reactor reduce the radiation output from the strange core. Reduce all Radiation DCs by 2 and the damage from failed saves by -1d.
  • 16-19: Partial Shutdown. The reactor is moved to standby power levels reducing all save DCs by 5 and damage by -2d.
  • 20+: Complete Shutdown. The reactor is fully shutdown removing the ongoing threat of radiation within 1 turn but also turning off all power within the facility.
Exits to:

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: