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Wolf Thing
[comments:(2), views:(4396), rating:(7.0)]

Author: Daniel Blakeman
Homepage:
System: Rifts
Type: Scenario
Category: Post Apocalypse
Requirements:


Small adventure based around the encounter of a powerful creature

The party should be traveling (in a ground-based vehicle) through an area of untraveled/unexplored wilderness near CS territory. They will be traveling when behind them, a huge wolf-looking thing comes running out of hiding.

Wolf-thing

25 ft tall at shoulders

700-2000 MDC

Regenerates 1d6x50 MDC per melee!

5 attacks per melee

Does 1d4x10 MD with claws

Does 1d6x15 MD with bite

+10 save v. psionics



(you may want to increase these numbers according to the level of power your party has, but they should not be able to defeat it. Encourage them to floor it and get the hell out of there.) As they race through the woods (in the same direction they where originally heading) they should be able to evade the wolf- thing, but just barely...let them know they are really lucky. Pretty soon characters who can will begin to sense a ley line off in the distance. After a few minutes of being chaced by the wolf-thing the charecters will see a 50 ft obelisk directly ahead, on the edge of a ravine! (Then again there is a 25 ft wolf behind them, who's to say they are really paying attention to where they are going?) The characters shouldn't be alowed to turn (i.e. trees in the way, wolf-thing too close, etc) and off they go. The last thing they see is the wolf-thing come to a screaching hault, stopping only inches off the obelisk and the little trees down below getting very big, very quick! The vehicle's fall is broken by many trees, and a very muddy/swampy ground (its probably got some MDC, it can take it. If the characters can fix a damaged vehicle give it a broken something or other, if not, don't.).

When the characters regain conciousness they have a chance to look around a bit. They are in a huge almost crater-like ground formation. There is a smallish ley line running through the middle of it, up over the sides. The trees and vegitation are an akward combination of earthly and alien plantlife; alot of mushrooms and berries. (Penalize any character with an IQ score of over a 4 if they eat any of them.) Pretty soon a group of about 20-30 ewok-looking thing will appear from out of the wilderness, surrounding the party and the vehicle. They are not armoured and carry only wooden spears. (If the party feals threatened by this overwhealming force, a well-placed SDC shot will drop one of them easy) The little guys won't speak their language, but will react excitedly if someone speaks Faerie Speak. They will motion for the group to drop their weapons, but will not search them. If anybody should resist a quick poke with a spear will inject a potent magic sleeping drug (-7 save). The party will then be lead, or dragged, away from the vehicle and to their village. The village surrounds a small lake, the homes of these guys are actually large mushrooms (some with more than one floor), and in the center of the lake is what appears to be a large wicker statue somewhat remonicent to the head of a penguin (it stands about 20 ft high) and at the base of it there is a larger home (not a mushroom) with floating bridges conecting it to shore. Naturally the presence of the party members is creating quite a comotion as hundreds of these ewoks gather for a closer look.

Soon the party is stopped in wat looks to be a meeting place of some sort. The door to the larger house at the base of the statue opens, an old ewok with a cane and a younger ewok exit and head towards the party (and the rest of the villagers). If someone in the party can speak Faerie Speak the old ewok will speak that, if not, he will cast a spell enabling him and one other person to talk. In either case the younger ewok will translate for the rest of the villagers. The older ewok is very currious about the parties past, any bit of information about the world outside their crater is eagerly sought after and seamingly cherished by him and the rest of the ewoks. If asked about the wolf-thing he will explain that his people and the wolf-thing have been cursed since before history. This awsome predator is forced to fight them until he dies, and then another just shows up out of the blue. The ewoks' only defense is to surroung themselves with powerful magic obelisks which keep the creature at bay. If asked about the statue he will say that it is Umpayna, their god and protector, who came to them only a few weeks before.

After awhile of talking with the old ewok (maybe after spending a day or two, but before the party takes a closer look at the statue) a group of 2 Flying Titans, 1 SAMAS, and 1 X-10A Predator come racing in from above straffing the village. All the power armor are fully loaded, fully armoured, and maybe even carrying a few homemade goodies. They are however, not aware of the parties presence so may be taken by surprise. The Flying Titans and SAMAS occupy themselves with the villagers (who pose no threat) and the old ewok and his aid (who do pose a threat...they are 8th and 5th level Mystics or Priests). The Predator however, does not concern himself with these things and immediately begins tearing away at the wicker statue. While the magic users battle the power armor the villagers run into their mushroom houses where they are protected by magical force fields (100 MDC). Many of them don't make it. The party should be compeled to aid these innocent ewoks, it is obviouse that the two magic users are no match. The power armor work very well together and use clever tactics so they should be a difficult foe, but they shouldn't be too difficult to defeat. They will all leave if one of them is shot down or if two of them loose more than 50% of their MDC. The power armor leave with over half the villagers dead (150-200), including the old ewok and his apprentice. The statue will still be standing but there will be many holes in it, revealing something metallic underneath.

With the town in chaos the characters can inspect the statue without any resistance from the villagers. When the statue is inspected it becomes apparent that the wicher is only a covering for a NG-V7 Hunter Mobile Gun robot! Half of the robot is underwater. If the characters manage to open the outer hatch they will be overwhealmed by the stench of something extremely foul. When they enter every surface will be covered in a layer of blood, guts, meat, etc (VERY nasty). The thickness of the layer will be greatest near where the pilots and gunner sat. If the characters are able to hold onto their lunches and inspect the robot they will find that it is full armoured, fully loaded, and in tip top condition. It will also be aparent that there is another seat and terminal in the cockpit (again with an extrathick layer of human). If the robot is turned on the odd terminal will read in strange alien symbols, hovever, characters should be able to recognize that one of the displays on the terminal is that of an advanced radar (range 50 miles approximately). Now the characters are left with one question: how do they get out of here with that wolf-thing guarding the perimeter of the crater for miles? Their vehicle won't make it, and this robot certainly can't outrun it. (No, killing all the ewoks and hoping it will just go away is not an option.)

The way the characters really should handle this situation is this: The invading power armor will be back. (They fought too hard and looked too determined to just leave this thing behind. And it's pretty obvious that they knew what was in there, so it shouldn't be too hard for the characters to deduce that they will be back.) The characters should let them take the robot, however, it will be harder to hide from these guys since they are ready, looking for any sign of the party, and very professional. (It shouldn't be too hard for one of the characters to realize that every time the power armors attacked and fled they where airborne, and they probably have no clue that the wolf-thing is out there.) The only way for this robot to get out of here is on foot so if the characters let the robot and power armors go out first the wolf-thing will too be buisy fighting them to even notice the party leave.

If you are one of those GMs who feals compeled to give the characters something at the end of each scenario they can always take some mushrooms and berries (some are magical), the old ewoks cane is magical (what it does I'll leave to you), the robot was fully loaded with plasma missles, or maybe something else you can think of.

The story behind the wierd robot is this: Years ago an alien craft crashlanded on the planet (would have landed if it weren't for all those pesky killer sattelites in orbit). The aliens technology was more advanced than ours in one major way. They had developed a way of telepotring materials. The range was limited to roughly 300 miles and to inanimate objects only. Well some little curious genius stumbled upon this craft and was able to scavange some of their technology. Overwhealmed by this new and radical technology he failed to see that it could only be used on inanimate objects. He installed it into this robot (don't ask me why he chose this one), and on its first testflight (which included him of course) he tried to "beam" 1 mile away. Instead he ended up beaming over 215 miles too far (due to a slight mistake in interpreting a few of the alien words). The robot ended up in the lake (actually about 160 feet above the lake) by chance alone, and he and his crew exploded like tomatoes in a microwave. Ever since then, members of his gang have been searching for the robot.



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