| Display a Printer Friendly Version 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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