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
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
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.
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.
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.
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.
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 G -
(l8) - Level 6
Room A - D Operating Tables
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)
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.
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."
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.
The rest of the room is equipped with tools designed for armor
repair and · maintainance, and has a suit-up area for the operator.
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.