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:

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: