Anda di halaman 1dari 25

The Mindkeep Plateau

The Eastern Approach


The Footpath
No Creatures
The Rim of the Eastern Approach
The rim is covereded cactus that causes 1d6 damage per turn to
anyone traveling through them in less than AC4 armor. Lying in wait for items
coming up the path are two
2 x Vene'aMub 'Villain that Hides and Kills' (1d4+1 (3)):
Init +2; atk 2 x "hands" melee +8 (1d4+6) and tail melee +8 (1d3+6); AC 15; HD 7D7
hp 28 each; MV 20' ; 1d20; SV Fort +0, Ref -2, Will -2 The Vene'a'mub is
similar to a six legged scorpion with large, four gitit hands instead of pincers.
A bludgeon tail instead of a stinger, and a lizard like head that weaves back and
forth on a thick muscular neck. They are usally colocred an oily blue when they
are not camouglaged. They have the intelligence and ability to cover themselves
with their surroundings for their own safety or to trap prey. The Vene'a'mub
only attacks when hungry or if walked on, a common occurrence considering its
camouflage abilities. It is also able to alter its exoskeleton to be wide or
thinner, thereby flattening itself. Their favorite food is bone marrow, which it
feeds on after splintering the bone of its prey with its bare hands. Because of
this, they prefer mammals, and love slightly mutated ones. They will always attack
the mutants first. They are very curious and can be found in most climates. (P)
Collapsible Exoskeleton
Maintenece Building
4 x Ba'Sled 'Rock that Burrows' (1d4+1 (3)): Init +3; atk 2 x claws
melee +8 (1d3+6); AC 15; HD 7D7 hp 28 each; MV 30' or Burrow 30' ; 1d20; SV Fort
+1, Ref -1, Will -1 Based appear as gray, hunched-over bipedal humanoids with
long, apeish arms ending in large claws. If they stand still they can pass for
rocks using the same rules Plantients can to hide. They have a goat-shaped head
with two wide set eyes. They are extremely billigerent towards intelligent life
forms. The Ba'sled is extremely billigerent towards intelligent life forms.
They can seldom be bargined with with or telepathically communicated wiht because
of their attitude. They can dig through anything but metal at their normal
movmeent rate, clawing right through stone walls as if they were so much clay.
They often make traps by digging underground tunnel mazes, then making pits from
the tunnel up to just below ground level. These pits will not support the full
weight of more than one human-sized creature and can drop members of a party of
adventurers into the waiting claws of the Ba'sleds. In additino to their murderous
claws they also have a sonic roar that can only be used once a day. This attack
does 1d5 damage to everything 15 feet in front of the roaring Based. They are
immune to their own sonic roars. (P) Ultravision, Infravision, Sonic Roar
Hanger Building
The Hanger
1 x Sre'froth 'Invisible Glider' (1d4 (2)): Init -1; atk
wing melee -1 (1d3-2); AC 12; HD 3D7 hp 12 each; MV 4' or Fly 26' ; 1d20; SV Fort
+0, Ref -2, Will -1 Sre’froth are lifeofrms that resemble two to three meter
transparent gelatinous planes. Their origins are unknown, but they are thought to
be amphibians who learned how to glide. They are definitely not flyers. Sre’froth
can blend in anywhere, crawl up any surface, and attach themselves on anything,
even ceilings, by secreting a warm, sticky fluid as they move. Thousands of
transparent cilia on their bodies can “feel” body heat within a 50 foot radius,
high heat can be felt at even greater distances. Sre’froth feed on animals they
detect and come into contact with by wrapping around them, somewhat like plastic
food wrap, and secreting strong acid around the prey. This usually dissolves their
victims in a very short time and the ooze that is left over is absorbed into the
sre’froth as straight protein. Their damage is considered to be Intensity 2d6+4
poison/ corrosive. Damage from this special type of attack is per turn of
envelopment. The outer protein (clothing, hide, armor, etc.) must be eaten away
before the character takes damage, unless a large portion of their body is exposed.
Use the following chart to determine the time required by the sre’froth to consume
different types of materials. Remember, any equipment the sre’froth comes into
contact with will also be affected. Cloth, Vegetation, Wood, Common Plastics, and
Most synthetics survive for 1 turn. Light metals and Heavy Plastics survive for
two turns. Heavy Metals and Plastic / metal alloys will survive for three turns.
Ceramics, Glass, Curalloy and certain other materials are not affected. Sre’froth
can only be hurt by poison, sonics, super-strong acids (Intensity 17+), fire, or
drowning. Once they have climbed to a height of at least 10 feet they can launch
themselves into a silent glide. The distance of the glide cannot exceed the height
of their climb. On the ground sre’froth are 95% undetectable by sight, when
gliding this drops to 75%. They cannot sense body heat through ba’mutan hides and
those characters protected by such can pass by sre’froth undetected. Ruins, caves,
deep woods, buildings, and canyons are their favorite environs but they can be
found anywhere.
The Bramble Patch
1 x Chotslith, Large 'Bristle Snake' (1d3 (2)): Init +4;
atk bite melee +8 (1d3+6) and 1d4+1 x coils melee +8 (1d3+6); AC 14; HD 8D7 hp 32
each; MV 10' ; 1d20; SV Fort +1, Ref +0, Will +0 The Choslith is a mutated
snake that is covered in 5 - 10 inch needle-like spikes. It is a constrictor and
attacks by enveloping its prey and constricting around them. Once it has wrapped
itself once around the prey it will start to bite it as well. The Choslith hunt by
smell and are just a deadly at dark as in the light of day. They are found in all
climates except artic. The Choslith will roll to hit with the coils and if it is
sucessful it will have ensnared its victim. The following turn the Choslith will
attempt one additional coil per turn up to the maximum. Each coil will do its
damage individually. To remove a coil the victim must roll a Strength Context.
The Chotslith has a +4 modifier to that roll. (M) Mental Shield
The Heather Field
The Dead Death Machine
52 x Shez'ur 'Spiked Flyer' (10d10 (55)): Init -2; atk
flock melee -1 (1d3-2); AC 11; HD 1D7 hp 4 each; MV 5' or Fly 15' ; 1d20; SV Fort
+0, Ref -2, Will -2 Maroon Birds, 16cm in length, covered in black spikes.
They make strange, almost electronic sounds. They live in holdes in the round or
in among rocks and cliffs. They always travel in flocks and act as a single unit
The Shez'ur Attack together. When attacking the birds everyone suffers a -2d
to hit due to their size. The birds themselves will attack one target at a time.
They will cause 1d10 for every 10 birds in the flock. Their spikes effectively
reduce all AC by 3. An attacked character can not see through the swarm. Movement
is reduced to one quarter if more than 30 birds attack. They are generally
peaceful, unless their nests are threatened or loud noises frighten them. (M)
Racial Mind

The Stone Huts


Hut A
Hut B
Hut C
2 Adult Shezuu
# of Hunter PCs Shezuu babbies
Sheezu 'Climber' (1d6 (3)): Init +2; atk bite melee +1
(1d3) and 4 x claws melee +1 (1d3); AC 11; HD 1D7 hp 4 each; MV 30' ; 1d20; SV Fort
+0, Ref +1, Will +0 Sheezu are small eightlegged mammals with long, silky hair
and adorable, almost human faces. Wild and domestic sheezu come in various hues.
Their multiple legs and razor-sharp claws allow them amazing climbing abilities (as
per Land Speed), even on almost sheer surfaces. Furthermore, they are some of
fastest diggers. The Sheezu can completely bury themselves in 3 turns. If a
sheezu feels threatened and bites, it immediately salivates its acidic digestive
juices into the wound, causing an additional 1d4 points of damage. This always
happens on the first bite, but thereafter occurs on alternating turns. The sheezu
can keep biting every turn, but can secrete acid only every other turn. They can
use four of their eight claws during any turn unless a character or creature makes
the mistake of picking them up or turning them on their back, whereupon they can
use all eight claws and their bite. Sheezu make wonderful pets and will never use
their claws or bite and acid unless they feel extremely threatened. A qualified
animal trainer can teach a sheezu a maximum of three commands or “tricks”. (P)
Absorption - Acid
Hut D
Hut E
Hut F
3 x Attercops 'Blackuns' (1d4 (2)): Init +2; atk bite melee +2
(1d4+1); AC 16; HD 3D7 hp 12 each; MV 50' ; 1d20; SV Fort +0, Ref +0, Will +1
Attercops, also know as Blackuns, are mutated garden spiders. They have long
bristles across their bodies, making them unpalatable prey to all but the largest
creatures. They have 12 eyes located all over their head, giving them 360 degree
sight. Two types of attercops exist, one dwells strickly in its huge web, while
the second (Attercop Abulare) is an active hunter, preferring ot use its web only
to shackle its prey The attercop attacks with a bite, causing 1d4 damage. As
the teeth hit their mark, the creature uses its electrical generation to jolt the
prey. Once its victim stops moving the attercop trusses it in stick webbing,
Creatures held in this manner must make a DC 10 Sterngth Check to escape.
Attercops keep their prey as long as four days before they settle down to feed.
Becasuse of the creatures extraordinarily high Mental strength, the attercop is
completely immune to all mental attacks except illusions. These metnal attacks
always suceed. The attercop is a solitary hunter, allowing no othes of its kind
witin its web or territory except during fall breeding, Female attercops deposit a
half-meter diameter egg sac containing over 1000 young. Blights, bloodbirds and
carrins hunt these young attercops, likking all but a few dozen before they are
large enough to defend themselvers. The attercop's dlae resistant web sometimesa
streches over an area of 60 meters in diameter. Creatures captured in thie web
need to makle a DC 5 strength check to escpae. Any loot found in an attercop's web
si emerely undigestible waste to the spider. The lil, commonly take refuge within
or behind attercop webs, although some fall prey to the spider. "(P) Electrical
generation (14), (M)Immune to mental Attacks except Illusion"
Hut G
Hut H
Hut I
2 x Jagets 'Savannah Cats' (1d8 (4)): Init +2; atk 2 x claws
melee (1d3-1) and bite melee (1d3-1); AC 15; HD 4D7 hp 16 each; MV 90' ; 1d20; SV
Fort -1, Ref +0, Will +1 Mutated Jaguars prowl the vast grassland. Their
front paws have been modified to give them thumbs. Jagets have extensive mental
mutations, however they are not very smart. You can find them following other more
intelligent and powerful creatures as followers or hirelings. They can manipulate
simple objects, but do not use or build technology. "(P) Attraction Odor, Poison
Weakness (M) Fear Generation, Fear of Plants, Levitation, Precognition,
Telekinesis, Telepathy"

The MindKeep
(l0) Sublevel 3 - Reactors
TBD
(l1) Sublevel 2 - Storage
Room A
No Creatures
Room B
3 x Obbs Obbs 'Flying Eyes' (1d4 (2)): Init +3; atk 2 x claws
melee +2 (1d5); AC 10; HD 6D5 hp 18 each; MV 5' or Fly 45' ; 1d20; SV Fort +0, Ref
+0, Will +0 Obbs are a mutated fungus that is almost immobile on the ground, but
are deadly in the air. Each has a single black eye and 1d6 clas like appendages.
Giant Preying Mantises that stand 3 meters tall at the shoulder. (P) Immune
to Heat & Radiation & Lasers. Radiation Eyes
Room C
No Creatures

(l2) Sub Level 1 - Computer Operations and Power Broadcast


Room A Green Glowing Fungus.
1 x Non-Operable Supervisory Borg sitting on the toilet (This
unit's 1 meter tall humanoid trunk rests on a 1 meter square base. It has 2
humanoid arms able to manipulate any tools or equipment designed for human use.
Supervisory Borgs have radio circuits that allow them to control all other Robots
as if they had a Stage IV I.D. They can communicate with Think Tanks and Cybernetic
Installationss on whose behalf they will usually function. )
Room B No Creatures
Room C No Creatures

(l3) - Ground Level


Room A - Administration
1 x Omnitar - Omnitar 'Mirrored Ones' (1): Init +2; atk see
description; AC 14; HD 7D5 hp 21; MV 50' ; 1d20; SV Fort +1, Ref -2, Will +0 The
omnitar are atmovores, that is, they exist withour consuming any plants or animals,
just microbes found in the air. They resemble 1.5m tall crystalline cones that have
millions of 10cm bristles underneath that provide locomotion. So smooth is the
bristling action that it looks like the omnitar is floating on air and just
brushing the ground. Omnitar have no attack forms in and of themselves. They are
immune to nearly every attack form but fusion rifles or trek bombs. Any weapon
causing physical damage merely bounces off them. If hit by any other type of energy
weapon, they add one point to their Hit Point score for every two points of
“damage” striking them. If struck with lasers or sonics, they will automatically
return that round, treat as -1 to hit. If more that 750 points of damage are pumped
into them, they will shatter causing fragmentation damage (5d10) to everything
within a 10m radius. Omnitars are usually found on plains, gentle rolling hills,
and forests.
Room B - Ermon's office
Nothing
Room C - Meeting Room
1 x Sre'froth 'Invisible Glider' (1d4 (2)): Init -1; atk wing
melee -1 (1d3-2); AC 12; HD 3D7 hp 12 each; MV 4' or Fly 26' ; 1d20; SV Fort +0,
Ref -2, Will -1 Sre’froth are lifeofrms that resemble two to three meter
transparent gelatinous planes. Their origins are unknown, but they are thought to
be amphibians who learned how to glide. They are definitely not flyers. Sre’froth
can blend in anywhere, crawl up any surface, and attach themselves on anything,
even ceilings, by secreting a warm, sticky fluid as they move. Thousands of
transparent cilia on their bodies can “feel” body heat within a 50 foot radius,
high heat can be felt at even greater distances. Sre’froth feed on animals they
detect and come into contact with by wrapping around them, somewhat like plastic
food wrap, and secreting strong acid around the prey. This usually dissolves their
victims in a very short time and the ooze that is left over is absorbed into the
sre’froth as straight protein. Their damage is considered to be Intensity 2d6+4
poison/ corrosive. Damage from this special type of attack is per turn of
envelopment. The outer protein (clothing, hide, armor, etc.) must be eaten away
before the character takes damage, unless a large portion of their body is exposed.
Use the following chart to determine the time required by the sre’froth to consume
different types of materials. Remember, any equipment the sre’froth comes into
contact with will also be affected. Cloth, Vegetation, Wood, Common Plastics, and
Most synthetics survive for 1 turn. Light metals and Heavy Plastics survive for
two turns. Heavy Metals and Plastic / metal alloys will survive for three turns.
Ceramics, Glass, Curalloy and certain other materials are not affected. Sre’froth
can only be hurt by poison, sonics, super-strong acids (Intensity 17+), fire, or
drowning. Once they have climbed to a height of at least 10 feet they can launch
themselves into a silent glide. The distance of the glide cannot exceed the height
of their climb. On the ground sre’froth are 95% undetectable by sight, when
gliding this drops to 75%. They cannot sense body heat through ba’mutan hides and
those characters protected by such can pass by sre’froth undetected. Ruins, caves,
deep woods, buildings, and canyons are their favorite environs but they can be
found anywhere.
Room D - Black Mushrooms
Room E - The Hard Copy Room
Room F - Head of Security
Room G - Entrance
Room H - Waiting Room
1 x Terl - Terls 'Tree Fish' (1d4 (2)): Init +4; atk bite melee
+6 (1d4+4); AC 15; HD 6D7 hp 24 each; MV Fly 60' or Swim 60' ; 1d20; SV Fort +0,
Ref +1, Will +1 The Trel is a three-meter long mutated baracuda that is covered
in bright parrot like feathers. They live in tree's like birds as well. The Trel
returns to the water to spawn in the spring and it is fully capable of breathing
both water and air. The Trell is a dangerous carnivore that prefers to use its
mental powers to kill its prey, resorting to its bite only as a last resort. If
both bite and mental powers fail, it will retreat to find easier game. The
feathers protect it agasint all heat, laster, and light attacks. The feathers will
glow in the presence of radiation, providing the Trel a warning. Trel feathers, if
properly harvested and prepaired will still retain this ability. Sleeths and other
back to nature species will make cloaks out of Trel feathers that provide the
wearer immunities. "(P) Immune to Heat, Sonic, Laser, and Light. Sonic Blast
(M) Cryokinesis, Telekinetic Flight"
(l4) - Level 2
Room A - Vending Machines
2 x Arns 'Dragon Bugs' (1d6 (3)): Init +3; atk bite melee (1d5-
1); AC 11; HD 3D7 hp 12 each; MV 8' or Fly 30' ; 1d20; SV Fort +0, Ref +1, Will -2
One to Two meter long Dragonflies. They are often domesticated as flying
steeds by small humanoids and mutated animals. They must be trained from a very
young age. They can carry loads weighing 35 lbs.
Room B - The Staff Lounge
Room C -
Room D -
Room E -
Room F -
Room G - Stripped Office
1 x Herps 'Tiger Beetles' (2d6 (7)): Init +3; atk acid squirt +2
(1d20, 100') and bite melee +8 (1d5+6); AC 17; HD 6D7 hp 24 each; MV 20' ; 1d20; SV
Fort +1, Ref +0, Will +1 Three and a half long mutated beetles whose wings
have mutated to become a Carapace. Their Carapace protects them from sonic attacks
and they can squirt a stream of acid (I15) up to 30 meters which will dissolve 1 cm
duralloy a minute. They are skilled hunters able to track prey in any weather.
(P) Carapace - Relfect Sonic
Room H -
(l5) - Level 3 - Medical
Room A -
Description: This is a normal examiniation room that has has a
examination table and cabnets. The following is found in the room.
78 Tongue depressor
24 Antisepctic wipes
64 cotton swabs
1 Tuning Fork
1 bottle of hand sanitizer

Room B - Examination Room


Description:
This room , an examination room, has been trapped by
Jeremiah. Anyone entering the room activates a sonic detector switch which is
rigged to a large homemade crossbow mounted in the upper left of the room (Dm =
10), out of sight of the doorway. The bolt is tipped with Intensity Level 6
poison/critical.

Room C - Doctors Office


Description:
This is a doctor's office, but most everything has been
taken out of here except for a huge oaken desk too heavy to move. Opening the top
center drawer detonates a fragmentation grenade set directly inside. Only party
members standing next to the drawer are affected . The large bottom left drawer is
actually metal lined; the top center drawer must be opened first in order to open
this one. This deep drawer contains a safe with a combination lock on it. The lock
and safe can withstand 250 points of damage before losing their structural
integrity. If the characters pull out every one of the seven drawers and search
them carefully, inside and out, they find the faint pencil tracings of the safe's
combination. The safe contains three scraps of paper: one reading "22-31-45," one
reading "NW, S, N, S, S, SE," and one reading "Open the Pod Bay Doors, Hal." These
are all to be used on other devices above. Jeremiah keeps them here in case the
roof is breached and enemies reach the devices before the codes can be found below
(he will then have time to destroy the codes).

Room D - The Dispensary


Description:
This room, a dispensary, is a shambles. Jeremiah has
arranged a trip wire under the mess. Anyone walking around in the room detonates a
stun grenade. Normally Jeremiah would hear this and investigate, but he is too sick
to check out traps tripped on this level.

Room E -
Description: This is a normal examiniation room that has has a
examination table and cabnets. The following is found in the room.
Tweezers
Tuning Fork
53 paper cups
Ophthalmoscope - (Looks at the Eye)
Room F -
Description: This is a normal examiniation room that has has a
examination table and cabnets. The following is found in the room.
Otoscope - (Looks at the Ear)
Thermometer
Sink
Stethoscope

Room G -
Description: This is a normal examiniation room that has has a
examination table and cabnets. The following is found in the room.
1 bottle of Hand sanitizer
27 Hygiene wipes packets
92 Paper cups
1 scale

Room H -
Description: This is a normal examiniation room that has has a
examination table and cabnets. The following is found in the room.
2 x Hypodermic needle (empty and unsused)
X-ray table / Wall display
Eye chart

(l6) - Level 4 - Holding

Room A - Cell A
Description: Holding cell. If the door is tampered with, a small
explosive charge will do 3d4 damage to everyone in 5 meters who fails a DC 18
reflex check. This cell has a screen that is still operating on the outside along
with a paper binder containing information about a creature. The creature that is
in this cell is a creature that has the body and claws of a lobster, with the head
and rear legs of a frog. The creature is the size of a normal lobster. There are
the remains of 5d6 creatures in this "cell"

Room B - Cell B
Description: Holding cell. If the door is tampered with, a small
explosive charge will do 3d4 damage to everyone in 5 meters who fails a DC 18
reflex check. This cell has a screen that is still operating on the outside along
with a paper binder containing information about a creature. The creature that is
in this cell is a creature that has the body of a Centipede with rabbit legs, head,
and tail. Each segment of the centipede is the size of a normal rabbit. There are
the remains of 2d8 creatures in this "cell," they are all dead.

Room C - Cell C
Description: Holding cell. If the door is tampered with, a small
explosive charge will do 3d4 damage to everyone in 5 meters who fails a DC 18
reflex check. This cell has a screen that is still operating on the outside along
with a paper binder containing information about a creature. The creature that is
in this cell is a creature that has the body of a horse with the head and arms of
the lion. This creature appears to be a lion like centuar. The creature is the
size of a normal horse and lion. There are the remains of 2d3 creatures in this
"cell," they are all dead.

Room D - Cell D
Description: Holding cell. If the door is tampered with, a small
explosive charge will do 3d4 damage to everyone in 5 meters who fails a DC 18
reflex check. This cell has a screen that is still operating on the outside along
with a paper binder containing information about a creature. The creature that is
in this cell is a creature that has the body of a mosquito and the head of a rat.
The creature is the size of a rat. There are the remains of 1d100+20 creatures in
this "cell," they are all dead, however if any of them have any mamilian blood
spattered on them, there is a 5% chance that the creature comes alive again. Stats
for the creature are left to the Judge.

Room E - Cell E
Description: Holding cell. If the door is tampered with, a small
explosive charge will do 3d4 damage to everyone in 5 meters who fails a DC 18
reflex check. This cell has a screen that is still operating on the outside along
with a paper binder containing information about a creature. The creature that is
in this cell is a creature that has the body of a monkey and the head of a octopus.
The creature is the size of a monkey. There are the remains of 2d3 creatures in
this "cell," they appear to all be dead. However these creatures are all aliens
who have gone into hibernation. If the door is opened and the "remains" are left
alone they will come out of hibernation and they will eat each other and the
players will have Shreelon on their hands. This Shreelon will taunt, hurt, and
terrorize the players. It will not kill the players. It will not kill anyone, it
will just escape into the lands of Gamma World.
Shreelon 'Alien' (1d4 (2)): Init +4; atk tentacles melee +3
(1d5); AC 15; HD 5D12 hp 33 each; MV 30' ; 1d20; SV Fort +2, Ref +1, Will +4 The
Shreelon were first mentioned in ‘Rite of Passage’. Many of their minions were
encountered in that adventure, but the Shreelon themselves never made an
appearance. They are from beyond our galaxy. They are humanoid in appearance except
for a slightly bloated head having a number of tentacles where their mouth should
be – looking a bit like some Lovecraftian horror. They have two large milky white
eyes with no pupils giving the impression of soulless evil. Their skin is the
darkest black, almost seeming to absorb light. It is clammy/slimy to the touch.
They consider mankind cattle and slaves. They eat the brains (and occasionally
flesh) of those they consider lower life forms. Though incredibly intelligent, they
are a thoroughly vile and evil race. They seem to dislike bright light. Their
technology is based on crystal (and occasionally organic) devices (Tech V). They
use a hieroglyphic written language and no spoken language. They communicate
entirely by telepathy. To a player character, Shreelon ‘speech’ sounds like a loud
echoing whisper inside their head. The Shreelon work by ‘proxy’ whenever they can,
finding it advantageous to work through others or use acquired resources to
accomplish most tasks rather than direct investment. However, when they are
encountered in the flesh, they are terrifying adversaries. Following this
principle, there is some evidence to suggest that the Shreelon had a hand in the
founding of the Friends of Entropy cryptic alliance. This enables them to further
divide and weaken Earth’s sentient races without direct risk to themselves. Even
before their attack on Earth, it appears that the aliens were working behind the
scenes, influencing events which would set the stage for the apocalypse (inciting
nation against nation). Their Mental Control ability is slightly different than
listed in the rulebook. They are able to dominate a subject without actually
leaving their own body – if the victim dies, regardless of range, the controller is
uninjured. If control is broken the victim will not remember being controlled."
They consider mankind cattle and slaves. They eat the brains (and
occasionally flesh) of those they consider lower life forms. Though incredibly
intelligent, they are a thoroughly vile and evil race. They seem to dislike bright
light. Their technology is based on crystal (and occasionally organic) devices
(Tech V). They use a hieroglyphic written language and no spoken language. They
communicate entirely by telepathy. To a player character, Shreelon ‘speech’ sounds
like a loud echoing whisper inside their head. The Shreelon work by ‘proxy’
whenever they can, finding it advantageous to work through others or use acquired
resources to accomplish most tasks rather than direct investment. However, when
they are encountered in the flesh, they are terrifying adversaries. Following this
principle, there is some evidence to suggest that the Shreelon had a hand in the
founding of the Friends of Entropy cryptic alliance. This enables them to further
divide and weaken Earth’s sentient races without direct risk to themselves. Even
before their attack on Earth, it appears that the aliens were working behind the
scenes, influencing events which would set the stage for the apocalypse (inciting
nation against nation). Their Mental Control ability is slightly different than
listed in the rulebook. They are able to dominate a subject without actually
leaving their own body – if the victim dies, regardless of range, the controller is
uninjured. If control is broken the victim will not remember being controlled.
(P) Dual brain, Ultravision (M) Mental blast, Confusion, Empathy, Force field
generation, Illusion generation, Mass mind, Mental control, Mental multiplier,
Mental paralysis, Mental shield, Repelling force, Repulsion field, Telekinesis,
Telepathy, Temporal fugue.

Room F - Cell F
Description: Holding cell. This cell has a screen that is still
operating on the outside. The accomplanying paper binder is missing. The screen
shows that a Bofs pacing back and forth. He is equipt with 2 x large battle axes
(1d10 each), leather armor, and a cloth cloak.
The Buffalo Explorer is encountered in the holding cell in the
mindkeep. He refuses to give his name or give any of his background. He does not
know of anything about the city of Oskar, but is looking for his obstinancy of
fellow Buffos that have been conned into being indebted to some crazy wolverine.
He is young and was kick out of his obstinancy right before the wolverine showed
up. He is a 2.5 meter tall buffalo. They walk on their two hind legs that end in
hoofs. Their hands have 4 fingered hands with thumbs. Their heads and shoulders
are extremely hairy. Their hands are somewhat less hairy, while their torso and leg
are smooth skinned. Otis is extremely loyal if the party rescues him; this will
override all thoughts on double crossing the person that saved them.

Bofs 'Otis - Buffalo Explorer' (1): Init +5; atk large horns
melee +7 (1d8+4) and trample melee +7 (1d4+4); AC 16; HD 9D7 hp 36; MV 60' ;
1d20+1d14; SV Fort +3, Ref +0, Will +0 Otis is a 2.5 meters tall buffalo who walks
on his two hind legs that end in hoofs. His hands have 4 fingered hands with
thumbs. His heads and shoulders are extremely hairy. His hands are somewhat less
hairy, while their torso and leg are smooth skinned. (P) Large Horns (Dm=9),
Heightened Strength, Manipulative hands

Room G - Cell G
Description: Holding cell. This cell has a screen that is still
operating on the outside. The accomplanying paper binder is heavly damaged and
pages are scattered on the floor. The screen seems to be empty. If the players
make enough noise on the level or spend enough time, a PSH Human Female will appear
on the screen hidden.

Grace Armstrong is a member of the Holy Medicinal Order and a


traveling healer. She heard that the Mindkeep was home to an ancient medical
facility and she has come here to inventory the keep and to assess how the Order
can best use the equiptment here. She will join the party in exchange for some of
the medical equiptment found.

Room H - Cell H
Description: Holding cell. If the door is tampered with, a small
explosive charge will do 3d4 damage to everyone in 5 meters who fails a DC 18
reflex check. This cell has a screen that is still operating on the outside along
with a paper binder containing information about a creature. The creature that is
in this cell is replilian in nature and has red speckled skin and the great armored
crest aop its head. This creature is a dead Debgon. The skin can be harvested if
a hunter takes 2d3 hours as the body has been dead for decades.

Debgon 'Crested Dragon' (1d2 (1)): Init +3; atk bite melee +3
(1d4+1) claw melee +3 (1d3+1), and firey breath +2 (1d8, 25'); AC 14; HD 6D7 hp 24;
MV 25' ; 1d20; SV Fort +1, Ref +0, Will +0 This gon is the smallest of the
species. It is noted for its red speckled skin and the great armored crest atop
its head. It may either bite and claw as an attack or breath flame up to 25
feet. It usually hords small, shiny objects. All gons are intelligent and have
some form of mental powers that allows them to manipulate objects like a human for
the purpose of passing through doors, moving objects about, etc. Despite their
size they can squeeze into small areas and are usually found in underground
tunnels, caves, or installiations. All gons establish dens and hoard loot as a
natual instinct, though they often hoard different types of treasure. Gons have
excellent armor-like skin. This skin can only be removed from a dead gon through
4d6 hours of uninterupted work. A character with the occupation of Hunter will be
able to fashion one of these skins into a single suit of armor for a normal sized
character two suits for characters who are smaller. Each suit will take at least
2d3 weeks to create. The armor class of the suit will be 2 and the suit will be
allow the wearer to take half damage from laser and heat attacks. (P) Imune to
fire, Sonic, stun, paralysis, lasers, heat, Anti-Life Leech, Firey Breath

Room A1 - Cell I
Description: Holding cell. If the door is tampered with, a small
explosive charge will do 3d4 damage to everyone in 5 meters who fails a DC 18
reflex check. This cell has a screen that is still operating on the outside. The
Cell is Empty

Room B1 - Cell J
Description: Holding cell. If the door is tampered with, a small
explosive charge will do 3d4 damage to everyone in 5 meters who fails a DC 18
reflex check. This cell has a screen that is still operating on the outside along
with a paper binder containing information about a creature. The creature that is
in this cell is a creature that has the head of a dolphin grafted onto the body of
large eel / serpent. The creature is only bones and the room is full a water.
Opening the door will flood the surrounding area with putrid water that will give
off a gas that will cause others in the area to pass out. In the days the MindKeep
was Operational a force field held the water back and allowed scientists to stay
dry and interact with the creature.

Room C1 - Cell K
Description: Holding cell. If the door is tampered with, a small
explosive charge will do 3d4 damage to everyone in 5 meters who fails a DC 18
reflex check. This cell has a screen that is still operating on the outside. The
Cell is Empty

Room D1 - Cell L
Description: Holding cell. If the door is tampered with, a small
explosive charge will do 3d4 damage to everyone in 5 meters who fails a DC 18
reflex check. This cell has a screen that is still operating on the outside. The
Cell is Empty

Room E1 - Cell M
Description: Holding cell. If the door is tampered with, a small
explosive charge will do 3d4 damage to everyone in 5 meters who fails a DC 18
reflex check. This cell has a screen that is still operating on the outside along
with a paper binder containing information about a creature. The creature that is
in this cell is a creature that has the body of a monkey and the head of a octopus.
The creature is the size of a monkey. There are the remains of 2d3 creatures in
this "cell," they appear to all be dead. However these creatures are all aliens
who have gone into hibernation. If the door is opened and the "remains" are left
alone they will come out of hibernation and they will eat each other and the
players will have Shreelon on their hands. This Shreelon will taunt, hurt, and
terrorize the players. It will not kill the players. It will not kill anyone, it
will just escape into the lands of Gamma World.

Shreelon 'Alien' (1d4 (2)): Init +4; atk tentacles melee +3


(1d5); AC 15; HD 5D12 hp 33 each; MV 30' ; 1d20; SV Fort +2, Ref +1, Will +4 The
Shreelon were first mentioned in ‘Rite of Passage’. Many of their minions were
encountered in that adventure, but the Shreelon themselves never made an
appearance. They are from beyond our galaxy. They are humanoid in appearance except
for a slightly bloated head having a number of tentacles where their mouth should
be – looking a bit like some Lovecraftian horror. They have two large milky white
eyes with no pupils giving the impression of soulless evil. Their skin is the
darkest black, almost seeming to absorb light. It is clammy/slimy to the touch.
They consider mankind cattle and slaves. They eat the brains (and occasionally
flesh) of those they consider lower life forms. Though incredibly intelligent, they
are a thoroughly vile and evil race. They seem to dislike bright light. Their
technology is based on crystal (and occasionally organic) devices (Tech V). They
use a hieroglyphic written language and no spoken language. They communicate
entirely by telepathy. To a player character, Shreelon ‘speech’ sounds like a loud
echoing whisper inside their head. The Shreelon work by ‘proxy’ whenever they can,
finding it advantageous to work through others or use acquired resources to
accomplish most tasks rather than direct investment. However, when they are
encountered in the flesh, they are terrifying adversaries. Following this
principle, there is some evidence to suggest that the Shreelon had a hand in the
founding of the Friends of Entropy cryptic alliance. This enables them to further
divide and weaken Earth’s sentient races without direct risk to themselves. Even
before their attack on Earth, it appears that the aliens were working behind the
scenes, influencing events which would set the stage for the apocalypse (inciting
nation against nation). Their Mental Control ability is slightly different than
listed in the rulebook. They are able to dominate a subject without actually
leaving their own body – if the victim dies, regardless of range, the controller is
uninjured. If control is broken the victim will not remember being controlled."
They consider mankind cattle and slaves. They eat the brains (and
occasionally flesh) of those they consider lower life forms. Though incredibly
intelligent, they are a thoroughly vile and evil race. They seem to dislike bright
light. Their technology is based on crystal (and occasionally organic) devices
(Tech V). They use a hieroglyphic written language and no spoken language. They
communicate entirely by telepathy. To a player character, Shreelon ‘speech’ sounds
like a loud echoing whisper inside their head. The Shreelon work by ‘proxy’
whenever they can, finding it advantageous to work through others or use acquired
resources to accomplish most tasks rather than direct investment. However, when
they are encountered in the flesh, they are terrifying adversaries. Following this
principle, there is some evidence to suggest that the Shreelon had a hand in the
founding of the Friends of Entropy cryptic alliance. This enables them to further
divide and weaken Earth’s sentient races without direct risk to themselves. Even
before their attack on Earth, it appears that the aliens were working behind the
scenes, influencing events which would set the stage for the apocalypse (inciting
nation against nation). Their Mental Control ability is slightly different than
listed in the rulebook. They are able to dominate a subject without actually
leaving their own body – if the victim dies, regardless of range, the controller is
uninjured. If control is broken the victim will not remember being controlled.
(P) Dual brain, Ultravision (M) Mental blast, Confusion, Empathy, Force field
generation, Illusion generation, Mass mind, Mental control, Mental multiplier,
Mental paralysis, Mental shield, Repelling force, Repulsion field, Telekinesis,
Telepathy, Temporal fugue.

Room F1 - Cell N
Description: Holding cell. This cell has a screen that is still
operating on the outside. The accomplanying paper binder is missing. The screen
shows that a Bofs pacing back and forth. He is equipt with 2 x large battle axes
(1d10 each), leather armor, and a cloth cloak.

The Buffalo Explorer is encountered in the holding cell in the


mindkeep. He refuses to give his name or give any of his background. He does not
know of anything about the city of Oskar, but is looking for his obstinancy of
fellow Buffos that have been conned into being indebted to some crazy wolverine.
He is young and was kick out of his obstinancy right before the wolverine showed
up. He is a 2.5 meter tall buffalo. They walk on their two hind legs that end in
hoofs. Their hands have 4 fingered hands with thumbs. Their heads and shoulders
are extremely hairy. Their hands are somewhat less hairy, while their torso and leg
are smooth skinned. Otis is extremely loyal if the party rescues him; this will
override all thoughts on double crossing the person that saved them.

Bofs 'Otis - Buffalo Explorer' (1): Init +5; atk large horns
melee +7 (1d8+4) and trample melee +7 (1d4+4); AC 16; HD 9D7 hp 36; MV 60' ;
1d20+1d14; SV Fort +3, Ref +0, Will +0 Otis is a 2.5 meters tall buffalo who walks
on his two hind legs that end in hoofs. His hands have 4 fingered hands with
thumbs. His heads and shoulders are extremely hairy. His hands are somewhat less
hairy, while their torso and leg are smooth skinned. (P) Large Horns (Dm=9),
Heightened Strength, Manipulative hands

Room G1 - Cell O
Description: Holding cell. This cell has a screen that is still
operating on the outside. The accomplanying paper binder is heavly damaged and
pages are scattered on the floor. The screen seems to be empty. If the players
make enough noise on the level or spend enough time, a PSH Human Female will appear
on the screen hidden.

Grace Armstrong is a member of the Holy Medicinal Order and a


traveling healer. She heard that the Mindkeep was home to an ancient medical
facility and she has come here to inventory the keep and to assess how the Order
can best use the equiptment here. She will join the party in exchange for some of
the medical equiptment found.

Room H1 - Cell P
Description: Holding cell. If the door is tampered with, a small
explosive charge will do 3d4 damage to everyone in 5 meters who fails a DC 18
reflex check. This cell has a screen that is still operating on the outside. The
Cell is Empty

(l7) - Level 5 -
Room A -
This small operating room appears to be completely normal and
full of debries and is very dirty.
Room B -

Room C -

Room D - The White Room


Description:
This small operating room appears to be completely normal
and amazingly clean. Not until someone touches the white walls will the players
realize that they are covered in pure white fungus. If all the fungus is taken out
of the room, chopped up, and boiled down and inhaled as a vapor, it restores hit
pints to anyone inhaling it (Fortitude roll to succeedin 4d3 hitpoints to a max of
50 per week). Anyone with a gatherer's background will know this on a successful
intelligence check.
Room E - The Pharmacy
Description:
The door to this room is open and lights are burned out.
There are two suclith perched above the door. The room is full of hundreds in
injectules. All empty.

2 x Sucslith 'Sucker Snake' (1d4+1 (3)): Init +2; atk bite


melee +7 (1d3+6); AC 13; HD 3D7 hp 12 each; MV 31' ; 1d20; SV Fort -1, Ref +0, Will
-1 The entire body of a sucslith, usually over 6 feet long, is covered with
sucker –like discs and barbed tendrils. The snake’s ability to crawl anywhere is
amazing (equal to its land speed on any surface but liquid, which reduces its speed
by half). It prefers to climb up to a vantage point, usually about 3m above the
surface and stay there indefinitely until prey comes along. It is a chameleon and
can match its surrounding coloration in 5 turns. The sucslith is able to fast
for weeks, and can recycle its body fluids, negating the necessity of moving to
find moisture. When attacking, the sucslith normally uses its web first. This web
can work in one of two ways. Either it can be used to “catch” a small target (range
6m) or it can clog up a 3m area. This second type of web is sufficiently thick
enough to slow the movement of anyone in the affected area to half speed, except
for the sucslith itself, which has no difficulty moving through its own or another
suslith’s web. The web has a strength of 20. Oftentimes this intelligent snake
will lay down its thick web underneath rotting floorboards or during a leaf fall,
knowing it will be camouflaged. It will then perch at a vantage point above the
webbed area and wait for a good sized victim to come along. Once the creature is
slowed down by the ground web, the sucslith will cover it with another web, thus
preventing its prey from seeing or using its appendages for combat. Then, the
sucslith drops down on the hapless victim and enters the web, biting until the
creature is dead. Unfortunately, sucsliths can be found anywhere, though they tend
to avoid deserts and deathlands.
Room F - Medbot
Description:
A completely operational med-bot is here. It asks if it
can help and does its utmost to heal characters, if the characters answer its
questions. Upon entering the room, the med-bot activates and asks "Service Code
Please?". Giving the name and number of any of the badges found in a variety of
places around the facility allows the med-bot to help the character. He also
records the image of any party member with the name and number provided.
Thereafter the party member takes on the identity of that person in the Mindkeep
facility. The robot will continue to interact with the players in a pleasing
manner, but will not answer any questions until they are properly tagged into the
system.

1 x Medical Robot 'Medbot' (1d2 (1)): Init +3; atk 2 x


tentacles melee +8 (1d7+6); AC 17; HD 3D12 hp 20; MV 30' or Treads 200' ; 1d20; SV
Fort +2, Ref +1, Will -1 This upright-walking, 2 meter tall unit is humanoid
in shape. It has two arms and two 1 meter tentacles, each of which is equipped for
handling precision instruments. Special equipment includes all normal Medi-kit
tools and materials (in 5 times the quantity found in a Medi-kit) plus more
extensive medical labs than are in the Medi-kit. A Medical Robot can perform
complex surgery, if necessary. It heals characters at the same rate as a Medi-kit
(1d10+20 hit points of damage to Pure Strain Humans and 1d10+10 hit points of
damage to Humanoids and Mutated Animals).

Room G -

Room H - Chemical Storage


Description:
The door is open to this room. This is the chemical
storage area. There are all kinds of glass and plastic containers filled with all
kinds of chemicals. The felt tip marker writing has worn off on all of these and
what they are is anyone's guess. There is a 100 liter drum of alcohol that was
meant to be used for antiseptic purposes, but can be used as fuel for the car in
the maintenance building if the players can get it down to ground level. If the
players take the time to sift through all the containers, two things happen.
First, they suffer 1d6 damage from mild chemicals. Second, they find a strange
ring that will open the armory.

(l8) - Level 6
Room A - D Operating Tables

Elevator Shaft between l8 and l9


12 x Ny'an 'Deadly Tail' (3d4 (7)): Init +4; atk bite melee +2
(1d3) and spiked tail melee +2 (1d4); AC 11; HD 5D7 hp 20 each; MV 5' or Fly 30' ;
1d20; SV Fort +0, Ref +1, Will +0 Ny'an are leathery, mammalian creatures with
two wings, no legs, and a long tail with a stinger. At a quick glance they can be
mistaken for obbs. Ny'an prefer caverns, ruins, and other dimly lit areas where
they can lurk about. (P) Poison Sting (85% chance of injection. Intensity level =
2d6+2. for each Spike Tail attack)
(l9) - Level 7
Room A - Rejuv Chamber & Life Chamber & Stasis Chamber
Description:
This room contains a life chamber, but due to its age it
has only a 35 % chance of bringing a character back to life. However, the model is
an early one and a character who has been dead up to 48 hours can be brought back.

Life Chamber Description:


The life chamber was an experimental device
introduced shortly before the beginning of the Shadow Years. Since it was not
officially approved by any government health organizations, it existed only in
limited quantities in certain special medical and military installations. Most
governments wanted documented proof that the equipment worked safely before
introducing the device for public use. Unfortunately, this confirmation did not
come before the Apocalypse.

Life Chambers look like plexiglass shower


stalls lying on their side. When a dead character is placed inside a working Life
Chamber within 24 hours of death, the individual has a 50% chance of being brought
back to life, or as the Life Chamber says- “revitalized”.

The dead character has only one chance to


recover. If the attempt fails, all hope is lost for the deceased. When delivered
from death, the character has a 25% chance of permanently losing one point from
each of their Ability Scores. Be sure to roll seperately for each statistic. The
character retains all mutations and memories up to the time of death.

Life Chambers work on all characters with equal


efficiency. The character operating the life chamber must first completely
understand the use of the item. Life Chambers are powered by 2 Atomic Power Cells
(good for 5 uses) or Broadcast Power (unlimited uses) when available.

There is also a rejuv chamber in here, but it is now


defective and causes Dm =(2dl0 points) instead of curing damage.

Rejuv Chamber Description:


The Rejuv Chamber is a special horizontal
chamber that looks like a 20th century iron lung. They were in common use before
the holocaust in urban hospitals to heal injuries, and used in MASH units in war to
rehabilitate injured soldiers. Rejuv-chambers operate exclusively on Broadcast
Power and must be fully understood before they can be operated in any way. The
Rejuv-chamber, though designed to heal the injured, gets less proficient in its
abilities, if the trauma is particularly harsh. The greater ther injury, the lower
the chance that the Rejuv-chamber can heal the wounds. The table below depicts the
decrease in efficiency. If the die roll fails, the user regains only one-half of
the lost hit points. If the character uses the Rejuv-chamber more than once in a
four week period, they must make a CN check, failure means death from systemic
shock.

Hit Point Loss Percentage to Work


01% - 50% 100%
51% - 75% 75%
76% - 99% 50%

Room B - Rejuv Chamber & Life Chamber & Stasis Chamber


Description:
This room contains a life chamber, it is broken.

There is also a rejuv chamber in here. It is 100%


effective.

Room C - Rejuv Chamber & Life Chamber & Stasis Chamber


Description:
This room contains a life chamber that is 100% operational.

There is also a rejuv chamber here that is worthless.

There is also a stasis chamber in here that works properly


and can be taken away from a plugged in power source for up to four weeks before
its power supply runs down. In the Stasis Chamber is a Ma'ali

1 x Maali - alone 'Tall Slasher' (1d2 (1)): Init +5;


atk antler melee +5 (1d10+2) and claw melee +5 (1d3+2); AC 13; HD 10D7 hp 40; MV
45' ; 1d20+1d14; SV Fort +1, Ref +0, Will +2 The maali are bipedal descendents
of the ancient Nonh American moose. They stand upright on two huge, wide claws chat
ace as snow shoes. Their anders are unusually wide and extremely sharp. The maali
keep them this way because they use them as melee weapons. Their front hooves have
evolved into leathery, four digit , manipulative hands. Maali live in the
forested areas of the Frozen Lands, but have been known to venture forth over the
snowy wastes. They are rarely seen out of their natural habitats, except for
mercantile ventures into the High Lands to the north for provisions. They are
omnivorous, but prefer small mammals, bark, and leaves. Their teeth have developed
into formidable crushing machines, and they can eat frozen plants as well as fresh
ones. There are only a few Maali villages left in the Frozen Lands, but there are
hundreds of smaller, nomadic tribes in the foothills of the High Lands. The Maali
have an intense hatred for Harlan Quade's robots. Before Quade's reign of metallic
terror began, the Maali were the lords and masters of these plains and wooded
lands. They were well liked and respected by the ocher animals and peoples here.
But over the centuries they have seen the various peoples killed and the land raped
. The Maali have had co resort to severe weather control to strand Harlan's mad
attempts at world conquering . They are all that prevents him from moving his
Epsilon Cyborgs into the unsuspecting world. However, the Maali's size and fear of
underground areas have prevented them from going in and rooting Quade out of his
stronghold. Maali are fascinated by non-robotic high technology and will always cry
co acquire devices created by the Ancients. They are very skilled in the handling
of such items. Most Maali have knowledge of up to Tech Level III, and some can even
be found that know Tech Level IV items. They are wary of outsiders , especially
human s, but are seeking aid in their fight against Quade. They have been promised
aid by Scar, the mutant animal king of the mountains to the north. But Quade's
forces have temporarily halted that aid by trying to assassinate the king (all of
this latter plot is the core of the Revised GAMMA WORLD® game module, GWll) . The
Maali usually are armed with at lease one Tech Level III weapon, a huge two-handed
sword (12/24, otherwise created as a normal two-handed sword), and three javelins.
They have escaped destruction by Quade's constructs because of their various
mutations, their raw physical power, and their knowledge of the land.

Stasis Chamber Description:


The Stasis Chamber creates a stasis field that
preserves a living body indefinately as long as Broadcast Power or solar radiation
for its Solar Cells is available. Stasis Chambers can only be used if fully
understood by the user. The person contained within exists in a state of sleep-like
suspended animation and is unaware of all events. If the power fails, the character
in the chamber will die within 4 hours. The only way to save the person is to
reactivate the device.
Room D - Head of research
Description:
This was the office of the head of research. It is still a
plush office, with rich leather chairs, thick carpeting, and a huge picture of a
grey-haired gentleman on the wall. Under the picture is a table on which sit
burning candles and incense, rather like a shrine. The plaque on the picture reads
"Osmond Coot - Founder of Mindkeep." This is the ancient forefather of Jere mi ah
and Ermon, the man who began Project Mindkeep. Jeremiah reveres him like a god.
though Osmond was dead centuries before Jeremiah was born, and he keeps up th is
office in the hope that Osmond will return some day.

The office desk is locked, but easily jimmied. Inside are


all sorts of interesting items: a wristwatch on which only the stopwatch function
still operates, a pocket calculator that operates on sunlight or incandescent
light, a heart rate/blood pressure/body temperature monitor, and a picture of
Mindkeep when it was first built (the GM can make this up as he goes).

If the desk is thoroughly searched a small button is found.


When someone presses the button, the picture of Osmond clicks open and swings away.
Behind it is a combination safe. The combination is the one found downstairs, "22-
31-45." This is the only way to open this safe without destroying the contents.
Inside is a Code V ID bracelet, Osmond's identity badge reading, "Coot, Osmond-
000110," and a sealed envelope. The envelope contains the location of the military
base in the southern lands with a warning to Osmond to go there "should the
invaders return."

(l10) Level 8 Living Quarters


Room A - Harlan Quade's Living Quarters
Bunsen burner, no fuel line
Radiation Suit (+30 vs radiation)
Force Field Generator (40 damage absorption) (chemical power cell
with 9 rounds remaining)
Geiger counter (chemical power cell with 4 hours remaining)
Laser Rifle, Far Infrared Spectrum (chemical power cell with 8
shots remaining)
1 Tangler Smart Dart (Seeking)
Black Ray Rifle (no power cell)
1d6 flasks of oil
Matchsticks and tinder
Lute
Fire extinguisher
Tool set
Flashlight (no power cell)
Rad badge
Geiger counter (chemical power cell with 4 hours remaining)
I.D. card
Motion detector (chemical power cell with 2 hours remaining)
Antigrav pods (chemical power cell with 29 minutes remaining)
Heayy Plastic Helmet
Duralloy Shield

Room B - Oscar North's Living Quarters -


Fishing rod
An iron
Musket with 1 ball
Chameleon Rifle with 3 rounds 4 4.4 (2)
Chameleon Rifle with 4 rounds 4 4.4 (2)
Paralysis Rod (chemical power cell with 1 hit remaining)
Matchsticks and tinder
Rope, hemp, 60 feet (18.25 meters)
Spyglass
Flashlight (no power cell)
Binoculars
Heayy Plastic Helmet
Duralloy Shield

Room C - Robert Markus's Living Quarters - Chaplin


Heayy Plastic Helmet
Duralloy Shield
Stun Ray Pistol (no power cell)
Mark V Blaster (chemical power cell with 6 shots remaining)
Mark VII Blaster (no power cell)
Laser Pistol, Ultraviolet (chemical power cell shots remaining)
3 Rope, hemp, 60 feet (18.25 meters)
Guitar
Matchsticks and tinder
Motion detector (chemical power cell with 1 hour remaining)
I.D. card
Envirolyzer (no power cell)
6 Lift pack (chemical power cell with 3 hours remaining)
Spark plug

Room D - Donald MacTank's Living Quarters - Head of Security


Dog Whistle
Manual Can Opener
Sports Trophy
Radiation Suit (+10 vs. Radiation)
Lute
Horn
Parachute
Parachute
Geiger counter (no power cell)
Portent (no Power Cell)
Lift Pack (Chemical power cell with 2 hours remaining)
Heayy Plastic Helmet
Duralloy Shield

(l11) Level 9 Living Quarters


Room A - Jeremiah Coot's Living Quarters

Room B - Dr. Richard Hutner's Living Quarters

Room C & D - Abigail Olson's Living Quarters - Nurse


Description: Nurse Abigail's quarters are in pristine condition.
There are bookshelves with medical books on the shelves. There is a bed and a
desk. There are holo pictures a young couple that dissolves into a 3D image of a
of a young boy in the womb. There are also pictures of a middle-aged woman and man
that look like the Woman in the photo of the young couple.

(l12) - Level 10 Jeremiah's Home


Description:
All of the rooms on this level, including the bathroom, have had
holes cut through the walls so they all interconnect. If Jeremiah is still alive
by the time the party reaches this level, he moves back and forth between rooms,
popping out of doors to fire at the characters.

Creatures:
1 x Jeremiah Coot (1): Init +7; atk hawkins .50 musket +5
(1d14+1); AC 16; HD 9D4 hp 23; MV 30'; 1d20+1d14; SV Fort +4, Ref +2, Will +0
Jeremiah is as nutty as a fruitcake. He lives in Mindkeep's upper levels and
sometimes goes outside through the roof hatch when the (P) Immortality granting
healing 1 hitpoint per hour. He wears a Kevlar Helmet +1 and Plastic Armor +3. If
he is given enough time and he believes there is a threat to his life he will
retreat to the armory and put on the armor there: Power Assult Armor: +12 AC; +8
Strength, Force Screen absorbs 75 hp of damage, Flight 150’, Life-Support (pg 177)

2 x Jeremiah's Holcut 'Demophilus' and 'Leonidas': Init +4; atk


bite melee +3 (1d6+1); AC 10; HD 5D7 hp 20 each; MV 20' ; 1d20; SV Fort +1, Ref +1,
Will +0 The Holcut stand 4 feet tall at the shoulders and are mutant dogs with
skin that looks like a rhino's. They have two rows of teeth in their mouths that
they use to tear meat. They also have strange looking muzzles that house their
elaborate olfactory system. They are immune to any sort of gas attack. They
love wallowing in the mud. They make excellent pets. If they are encountered in
the wild, they are extremely dangerous and are fearsome predators. (P) Heightened
Vision, Heightened Olfactory sense

Loot:
1 x Self sizing belt with engraved buckle
1 x Nanite food heating system
231 boxes of 4 tubes x Nanoparticles with Cleaning App (this is
what Jeremiah has been using to keep the bathrooms cleaned)
1 x non water using nano mop (This is what Jeremiah has been
using to keep the bathrooms cleaned)
1 x Hydrogen Cell
19 boxes with 4 tubes of x Facial Lotion with Nanobot hair bots
for shaving and cutting your hair. Apply once a week
1 x Tech Level 6 3D printer / lathe powered by quantium battery
1 x Holo Broadcast Booth
1 x Stasis Chamber with a Pregnant Human female inside.

3 x Sleeths Skeletons - Sleeths are highly intelligent mutated


lizards who walk erect. They have hands with opposable tumbs. They tend to live
in small, peaceful, scholarly communities.
2 x Carrins Skeletons - Three meter tall mutated vultures
weighing over 50kg.
4 x Blood Bird Skeletons - A Mutated Scarlet Tanager with red
feathers standing a meter tall.

5 x Accelera Dose: A 10 centimeter long disposable jet-spray tube


of a compound developed to accelerate healing. Characters who spray the compound
under their skin immediately heal 1d10 Hit Points of damage. There is a 40% chance
that this compound will work on Humanoids and a 20% chance it will work on Mutated
Animals. If it fails to work, the user is considered to have been exposed to 3d6
Intensity Level poison as a result of using the substance.
1 x Anti-radiation Serum Ancient Pharmaceuticals & Drugs
This drug is contained in a 10-centimeter long disposable jet spray tube. It
prevents radiation damage. If sprayed under the skin with 3 turns of exposure, the
character suffers no damage or mutation from the radiation.
2 x A 10-centimeter long disposable jet spray tube of a substance
that breaks down most chemicals not normally found in the human body. If taken
within 30 seconds of exposure to a drug or Poison, the user experiences no effect
from the drug or Poison. There is an 85% chance of this substance working on
Humanoids and a 25% chance of it working on Mutated Animals. If it works on a
Mutated Animal or Humanoid, special chemicals manufactured inside the user's body
(as a result of some mutation letting him make poison attacks, for example) are
also broken down and the user can't use his mutational ability for the next 4
hours.
4 x A 10 centimeter long disposable jet-spray tube containing a
special stimulant that doubles the user's Speed increases his DX by 1 and increases
his PS by 3 for a period of 1 hour. The user must rest for 8 hours immediately
after the dose wears off or he takes a permanent loss of 3 from his CN. His Hit
Point Score isn't affected by this Constitution loss. If it doesn't work, the
patient undergoes immediate exposure to Intensity Level 3d6 poison.
2 x A 15 centimeter long disposable jet-spray tube, containing
special pain reducing drugs. The user feels no pain for the next 4 hours and can
sustain 1 additional Hit Point for each point of Constitution. When the drug wears
off, the user loses the ability to sustain this extra damage. If, at that point, he
has no Hit Points left, he is dead.
12 x A 50-centimeter cracker-like wafer that gives all needed
nourishment and short-circuits hunger signals to the brain for 24 hours. Use of
this substance as the sole source of nourishment for more than a month results in
the atrophying of normal digestive organs making it impossible for the user to
derive sustenance from anything except this substance. There is a 95% chance that
it will work for a Humanoid and an 80% chance that it will work for a Mutated
Animal. If it doesn't work, the user is exposed to 3d4 Intensity Level poison.
1 x Chameleon Rifle no ammo
37 x crates of sealed rations (each crate contains food for 1
person for 1 year)

(l11) - The Alpha Factor


This entire space is one huge room. Most of it is taken up by an
awesomely complex machine. There are several lights on the whirring mechanism.
There is a doorway into the apparatus, but it can only be opened by the machine.
There is a large window opening into the contrivance. Inside is a sterile white
room with an unusual reclining chair. On the outside of the machine the characters
recognize a microphone and speaker.

This machine is the Alpha Factor Generator. It is covered with


controls, but there is no possible way anyone could have an inkling of how to set
them. It is an intelligent machine and cannot be audibly ordered to do anything for
which it is not programmed. If a party member asks the machine what it is, it
replies "I am AF-1, the Alpha Factor Generator. Do you wish access?" If the
character wishes more information, the machine just ignores him. If the character
requests access, AF-1 replies "Security Access Code, please." The access door only
opens if the character repeats the phrase "Open the Pod Bay Doors, Hal" (found on
one of the slips of paper in Level 5, Room C's safe). AF-1 then says "Please
prepare the subject." If asked how, AF-1 responds "Remove all articles of clothing
and items from his person and seat him in the recliner." AF-1 answers no more
questions at this time.

Once a character sits down, the door closes, whether someone else
is in the room or not (the Generator only affects the character in the chair). AF-1
then says "Scanning subject."

• If the subject has already received a AF-1 bombardment, AF-1


says, "Alpha Factor Detected. There are no safe bombardment protocols for this
specimen known. Continued exposure will result in death with bombardments past the
primary bombardment. Request operator identity for security clearance to override
safety protocols."
• If the subject has a defect, AF-1 says, "Defect detected. Do
you wish to wipe?" It then bombards the character with radiation and removes one
defect. The subject will then hear the

• If the subject is an intelligent plant , AF-1 says, "Botanical


specimen detected."

• If the subject is a mutated animal, AF-1 says, "Zoological


specimen detected."

• If the subject is a humanoid , AF-1 says "Mutant Humanoid


specimen detected."

• If the subject is an un-mutated human, animal, or plant AF-1


says, "Subject's genetic sequence is baselined. Request operator identity for
security clearance to proceed." Only Osmond Coot's security badge is of
sufficiently high authority to allow a human to be mutated. If his name and number
are given, AF-1 says, "Clearance accepted."

• AF-1 then says: "Do you wish an experimental bombardment, a


single mutation, to rebaseline the subject, or apply AF-1's Cities of Men
Protocol?"

• If Experimental, than roll 1d10.


1 = One random defect is generated
2 - 7 = One single new mutation is added
8 - 9 = Two mutations are added
10 = three new mutations are added

• If Single Mutation, than roll 1dlO.


Odd = Mental Mutation (yes even for plants)
Even = Physical Mutation

• If Rebaseline, than a humanoid will become a PSH. A


Manimal or a Plantient will become the base species and is now an NPC.

• If AF-1's Cities of Men Protocol, than the following


mutation package is added to the character. The character can no longer receive
any more mutations.

Gravitational Senses: Gravitational senses allow


someone to detect gravitational lines of force. This sense is not very handy on
the face of a large planet like earth, but was a common mutation available to
orbital pilots as it allowed them the ability to detect the gravitational lines of
force in zero gravity, and thus they never will never be lost and will always know
where they are. Additionally it made complex environments like the asteroid belts
easier to navigate.
• +3 to Intelligence and Agility / Reflex
checks when in zero or near zero G.

Radiation Hardening: The skin of the mutant is


covered in a layer of skin that is impregnated with a substance that grants them a
higher degree of immunity to solar radiation
• +3 to Stamina / Fortitude checks against
radiation based damage.

Vacuum Hardening: The eyes, ears, mouth, and nose of


the mutant have all been modified to contain a secondary opening that will grant
the mutant the ability to survive in the vacuum of space for several minutes.
• -3 to Personality based checks with NPCs that
knew the mutant before bombardment.

Modified Body Parts: The legs and hands have been


shortened while the fingers have been elongated. The foot has been modified making
giving the creature the ability to use their toes as fingers. A prehensile tail has
been added if none is present. If a tail is already present, it is modified to be
prehensile. Hair has been modified to include blood vessels and sweat glands,
allowing for a greater ability to control body temperature.

• The clothing and armor the mutant possesses


must be replaced with custom made clothing.
• The mutant possesses a long prehensile tail
that acts has an extra arm; mutant gains an additional d14 action die for simple
non-combat only; +1 Agility.
• +3 to Stamina / Fortitude checks against heat
or cold

Ultravision: The mutant’s vision range extends into


both the upper and lower EM frequencies. Roll per normal MCC rules.

AF-1 then says: "Bombardment begins on my mark. 3... 2... 1...


MARK!"

No specimen can undergo bombardment more than once; it will die


from the effects.

AF-1 thinks all of its systems are fine, but it actually can only
perform 10 more bombardments after the party is done with it. Then it burns out its
self-contained nuclear generator, short circuits itself, and goes dead, never to be
revived.

(l12) -
Room A - The Armory
There is a small plate beside the door in this room, with a
depression in the middle. A character must press one of the two strange rings
included on Mindkeep Isle into the depression. It then scans the ring for an
intricate inner crystal pattern. Only then the door slides open. The door requires
1000 points of damage to open otherwise, and is invulnerable to fire, heat, and
lasers. This room is the weapons locker and is chock full of stuff. The actual
contents are left for the GM to decide, based on not only the level of technology
in his campaign, but also how much the party members used or lost in this
adventure.
Room B - The Memory Core
Jeremiah left a security robot in this room with orders to attack
the first person who opens the door. The robot pursues the offenders out onto the
balcony and into other rooms. The room is another office, but was emptied quite a
while ago of everything but its main computer unit. This is the final resting place
ofMindkeep's memory core, the golden fleece of the player characters' quest. There
is no possible way to move the entire unit, but it can be accessed by jury-rigging
one of the computer terminals to it.

HULL or BODY: Ceramic/plasteel alloy.


* City of Mecula
* City of Dollar
ENVIRONMENTAL EQUIPMENT: Food, water, basic needs, including
special garments, apparatus, and life support systems.
* Mind Keep
ENGINE: Something called the XL-1 engine with TCN fuel.
*
NAVIGATIONAL AND PILOTING
EXPERTS: Listed as humans currently in cryogenic stasis.
DRY DOCK AND LAUNCH AREA: The name and location of the area is so
highly classified that no one can access it anymore, even with all the passwords,
codenames, and ID numbers given in this adventure.
* Gamma Base
SPECIALIZED ROBOTS: Custom
* Epsilon Cyborgs

Room C - The Brig holding room for transfer


This room is where the security robot places any characters it
captures, after it scrips them of weapons. The room was once an executive dining
room/kitchen, but is now full of old skeletons. Nothing of value is in here.

Room D - The Armory


There is a peculiar lock set into the door of this room. It is a
circle of eight buttons (each at a compass point, though the GM should not mention
it that way; he should draw it out for the party members). To unlock the door, a
character must touch the buttons in the order listed on the slip of paper found in
the desk safe on Level 5, Room C, "NW, S, N, S, S, SE.". The door will not open any
other way and can sustain 1000 points of damage before it is broken through. Inside
this room is a prototype of the original powered attack armor, lent to Mindkeep by
its designers for disabling dangerous mutants. It is in perfect condition and has
four atomic energy cells stacked next to it. Guarding the room are two special
high security robots.

They are currently programmed to defend the armor room from


entrance by any creature but Jeremiah, and to respond to Jeremiah's voice commands
to defend the top level against attack from the roof.

2 x Mindkeep Security Robot 'Security Bot Mk II' (1d3 (2)): Init


+4; atk 2 x tentacle melee +9 (1d7+6) and 2 x arms melee +9 (1d8+6); AC 18; HD 5D12
hp 33 each; MV 30' or GravPods 200' ; 1d20; SV Fort +3, Ref +1, Will -1

This is an upright-walking 2-meter-tall unit that is humanoid in


shape. It has two arms and two 2 meter long tentacles, each equipped for handling
instruments and can light 200 kilograms each. In addition to the tentacles each
robot is equipped with a pair of tractor / pressor beams that can lift 200
kilograms at a range of 30 Meters. Weapons include:

2 x paralysis rods with a 10' extension DC 18 to avoid


1 x energy mace, 1d6+2d10 damage
1 x Vibro-blade, 2d12 damage +4 to attack.
1 x Mark V Blaster. 2d8 80/160/240
1 x Grenade launcher with 60-meter range and
2 x tear gas grenades DC 12 to save vs. Creatures for 1d10
rounds 50'
2 x stun grenades DC 18 to save vs. Creatures or 1d10
rounds 20'
6 x Chemex 3d6 for 30 foot radius 20'
6 x poison gas DC 15 to save or take 1d6 damage each turn
in gas for radius of 50'
6 x EMP Stun Technology DC 20 vs Fortitude to save for 1d10
rounds 50'

These units are programmed to subdue on the first turn only; if


they are unable to do that then they are programmed to destroy any lifeform that
can not be subdued. They are programmed to deny access to certain restricted
areas. They have command circuits that allow them to summon medical robots and
engineering robots as necessary. None

The rest of the room is equipped with tools designed for armor
repair and · maintainance, and has a suit-up area for the operator.

(roof) - The Roof


Location 1 - The Autobeacon
This three-meter-tall unit was an autobeacon which was used to
guide aircars into Mindkeep. It is completely non-operational now, but there are
lots of salvagable parts inside.

Location 2 - The Broadcast Power


This six meter globe was the broadcast power station's antenna.
It is covered with slightly curved, silvered, 10-centimeter squares. It is this
faceted, mirrored ball which often catches the sun's rays and reflects them,
drawing attention to Mindkeep. A character with a Physical Strength of 10 or better
and an instrument at least as strong as steel can pry these squares off. It takes
five minutes to remove one square.

Location 3 - Environmental Control Systems


This two-meter-tall concrete structure houses the heating and
air-conditioning vent. Anyone trying to crawl down it first encounters a 6d6
electrical field designed to discourage intruders. This field is about three meters
down the shaft. Ater that is a series of baffles through which even a lil would
have problems squeezing.

Location 4 - The Communications Array


This small forest of antennae are from one to two meters in
height. They are extremely light weight, yet durable. They are the Think Tank's
receivers and are now totally worthless.

Location 5 - The Hatch


This is the hatchway to Level 12. It cannot be opened without a
Code V ID bracelet and requires 1000 points of damage to break. It also has an
internal alpha matter bomb set to explode if the hatch is breached in any other
manner except with a bracelet, but the bomb is directed so its blast is outwards.
Anyone on the steps inside the installation at the time of the blast only takes ld6
points of damage.

Location 6 - Motion Detector


This device is similar to the cone detectors on the island below.
It served to detect any movement above the installation up to a kilometer away. It
is now wonhless.

Location 7 - Landing Pad


The painted markings can barely be seen now, but this was the
landing pad for executive aircars arriving at Mindkeep .
Location 8 - Grappling Hook
Any character searching this edge finds an old grapple rusted
onto the roof. A rotten piece of rope is still tied to it . It was left here
decades ago by a would-be explorer who fell to his death.

Location 9 - The Entrance to the Elevator Repair Bay


This two-meter doorway opens into structure # 10. It requires a
Code III ID bracelet to enter. The door can sustain 400 points of damage before
caving in.

Location 10 - The Elevator Repair Bay


This three-meter-high, 18-meter-diameter structure is the repair
bay for the elevator cars. All of them are now in this bay. They all ascended here
when the nuclear generator failed and the back-up system came on . That was long
ago and the back-up system is now drained. Each car has an up and down button that
must be held in for the car to move. In car number 3 is the remains of a survivor
of Mindkeep. A badge reading, "Pushkin, Flip-975368" is pinned to its rotted
uniform. There is also a laser pistol, but it is worthless as he destroyed it
trying to batter his way out after trying to cut free with the laser.

Location 11 - The Bone Yard


This number represents the ring of bones surrounding the upper
structure. This is where the yexil female throws the remains of her meals. Every
once in a while she flaps her wings and blows the debris away, down to the ground
or moat . There are all kinds of bones here, but none of them have any kind of
synthetic material on them. If the PCs search the entire mass of debris (which
takes four hours), they find two Kevlar helmets that are a little gnawed but
otherwise fine, three chemical energy cells, and an operational flashlight with a
sealed battery that never needs recharging.

Location 12 - The Weather Station


This large metal cylinder houses the weather detecting package
used by the installation in its heyday. There is no way to remove it other than
cutting it out, and that requires a laser torch. The package is still usable by
anyone with a Tech Level IV knowledge of machines. It can detect weather patterns
up to 12 hours away.

Location 13 - The Elevator Shaft


This is the upper structure of the elevacor works, holding all
the pulleys and such for the cables. It is a four-me ter-high, nine-meterdiameter
cylinder with no apparent opening (a hatch is on top of the structure). Once inside
the cylinder, party members find a long dead Mindkeep member and a hole that was
cut from the elevator shafts into the elevator works ( the hole is not visible from
the elevator cars). This character was also stuck here when the power failed and
tried co get the cars moving again. By the condition of his skeleton, it appears as
though his laser torch slipped and cut into his leg. He lay here and bled to death.
Most of his tools and his badge slipped from the ledge on which he lies, into the
12-level shaft. Only the laser torch remains, but it needs a new hydrogen cell.

Location 14 - The Next of the Yelix


This is the yexil's nest. Taking it apart requires at least three
hours. It is a foul task, as the yexil is not a clean beast. If searching the
entire nest, the party finds a flask of herbicide and a tube of gray neutralizing
pigment that once belonged to victims who became yexil lunch.

Location 15 - The Underground Observation Post - Now Destroyed


This is a camera and microphone setup that was wired to the
underground observation post. It has now been broken by the Yexil
Location 16 - The Elevator Hatch
This is the access hatch into the top elevator works structure.
The hatch requires a Code III ID bracelet to enter. It can withstand 500 points of
damage before caving in. A crawldown ladder leads to a small circular ramp inside
(see #13).

You are with your family at home, and you are waking up from a relaxing long night.
The room is hot and sticky, and there are an unusual number of flies that buzz
around annoyingly. You get up and run your fingers though your hair and notice a
bump at the back of your head. A family member turns to you and asks, "What's
wrong?" You tell them. They ask to see it. You part your hair, and in doing so
you feel the "bump" open. You hear a scream behind you; "YOUR HEAD IS FULL OF
MAGGOTS?!" and turn around to see a pile of fies and maggots on the ground. Your
vision goes dark and you pass back into a restless sleep.

You are astride your mount, an unusual lizard creature, charging down a trail over
rolling hills. Ahead of you your leader motions to the left where a herd of large
rock gray creatures slowly graze on the grass. Excitement fills your heart as you
realize you are about to harvest a Land Pearl. You pass your leader and charge
into battle. The bumps on your head and back start to quiver in anticipation. The
cape you earned from that last raid on the village snaps smartly in the wind.
After today, you will be able for another promotion. Your hunt lead has picked out
the weak member of the heard and you charge ahead into a cloud of green gas. The
pain. Something has hit you. You are thrown from your mount. More Pain.
Darkness and Pain. A Flash of lights streaming past you, stars? You are hurtling
down towards a giant light. A large sphere with rings pass you on the right.
Another Red Cloudy ball. A Ring of glowing pebbles. A small Red Dot. More
falling towards the large light. A Grey shape that looks like the pockmarked head
of something smacks you from the side. More darkness. More Pain. You are now
looking down on yourself. The cape is pulled from your body and you climb aboard
you put it into your backpack. More pain. More darkness. But you now realize it
is no longer cold. It has been cold for so long.

Anda mungkin juga menyukai