Archive for June, 2008

h1

09 – Vegepygmies

25-Jun-08

↓ Skip to comments.

Vegepygmies

Your party has regrouped in the large chamber, forming a semicircle around the central shaft and preparing for an approach from any direction. More bellowing and thumping can be heard in the distance, and Slinker attempts to provoke a response by firing a crossbow quarrel down the hallway.

Suddenly, a group of small pygmie-like plantmen dashes across the T-intersection to the north, along with a thorny canine-like creature. And a lone vegepygmy peeks around the corner, surveying the situation.

Read the rest of this entry ?

Advertisements
h1

08 – Tactical Planning

24-Jun-08

↓ Skip to comments.

BP Map #3

BP Map #3

You have defeated the lurker. The party is scattered around the room, with most of you near the western corridor where Aka-Vasha was attacked. With your foe defeated, there appear to be no immediate threats in your vicinity.

However, the noise of Apollo’s irons seems to have attracted some unwanted attention from the north. There was a bellow in response to the initial shots, followed by howling from an unknown source.

Read the rest of this entry ?

h1

07 – Howls From the North

22-Jun-08

↓ Skip to comments.

BP Map #2

BP Map #2

Your party is engaged in mortal combat with a flying manta-ray beast. Aka-Vasha, though wounded, is now free of the lurker’s enveloping grasp. Aka-Vasha, Gene, Olive, Rasputin, and Andre surround the creature. The Slinker and Rogaine are a few paces back, and the other party members are scattered around the room.

It’s now the third combat round. The referee rolls initiative for the party (a 3) and for the lurker (also 3!). Adjusting for individual initiative, the PCs will act first (on 4), followed by the lurker and your retainers (on 3). The referee mutters something about morale and tosses more dice.

Read the rest of this entry ?

h1

Backgrounds (Optional Rule)

21-Jun-08

Okay; here are some very optional rules for character backgrounds. They’re adapted from a post-apocalyptic gaming system that I was working on before Mutant Future, and are originally swiped from Darwin’s World. I’m not sure if I want to implement them in the Barrier Peaks game, but they may be of interest to others who are starting a Mutant Future campaign.

Every character comes from somewhere. Your background defines your character as a personality and sets the stage for your behavior, beliefs, and ethical code. In game terms, a character’s background determines his Ability modifiers, technological familiarity, starting languages, and can grant special abilities or restrictions.

Your choice of available backgrounds will depend on your race. There are five backgrounds presented here: survivor (the default background), degenerate, resentful, throwback, and tribal.

Read the rest of this entry ?

h1

06 – Gasping for Air

20-Jun-08

↓ Skip to comments.

Willingham Lurker

The party has been exploring the large room with an elevator shaft in the middle. Three corridors lined with doors extend to the east, north, and west. Nothing notable can be seen in the north corridor. Down the east corridor, Slinker has found the remains of a battered and broken robot. Aka-Vasha was examining the west corridor, checking out a pile of rags and small bones on the floor, when she was enveloped by a camouflaged creature lurking on the ceiling. She may be in danger of suffocating if not freed.

The party was caught by surprise when the lurker attacked (surprise round is over). They are scattered in various spots around the area. The referee rolls initiative for the party (a 6!) and for the lurker (another 6!). Adjusting for individual initiative, the PCs will act first (on 7), followed by the lurker and your retainers (on 6).

Read the rest of this entry ?

h1

Two New Races for Mutant Future

19-Jun-08

(Here are two optional races for Mutant Future, based on some of my previous post-apocalyptic campaigns. They don’t fit into the current campaign, but this site gets a fair amount of traffic so I figured I would post them here.)

The post-Fall world is inhabited a wide range of humanoid species. While many strains are decidedly inhuman, Near-Humans are more-or-less normal (though they still possess a small number of mutations). Stock Humans descend from the survivors of the Fall who lacked the genetic advantages of Pure Humans.

Read the rest of this entry ?

h1

05 – Lurker Above!

18-Jun-08

↓ Skip to comments.

Elevator

The party has ventured further into the vault, entering a large dark room with passageways leading off to the east, north, and west. There are also two closed doorways on the southern wall, as well as the inner airlock doors (which you’ve spiked open).

In the middle of the room is an elevator shaft of some sort, leading down to unknown depths.

Read the rest of this entry ?