Under An Atomic Sky - Wk. 3
Howdy Skrappers! I just wanted to share a recap of the hexes I posted on Bluesky for Week 3.
[#2631] Old Fashioned Well
A young boy named Michael (inquisitive, adventurous, mischievous) and his dog Eddie were playing by the well not far from their family farm when the dog fell in. Fortunately the water isn’t deep enough to drown Scraps, allowing Michael to throw food down to keep the dog alive. Unfortunately the well is too deep for Michael to climb down into to rescue his dog, so he needs help.
Rm. 1: The Well
A fairly standard well with stone walls. Curiously, iron rungs descend into the well, allowing someone to climb in and out with relative ease. Eddie, a corgi with cybernetic legs, is stuck down at the bottom, unable to climb out. The dog is very calm and spends all of its time staring at the eastern wall - unless Michael throws some food down.
The eastern wall is actually a cleverly hidden secret door connecting to 2- Main Corridor. Removing a brick at waist height reveals a handle. The smell of rotting vegetables and garlic is noticeable by the door, which may be what is holding Eddie’s attention.
Rm. 2: Main Corridor
The smell of garlic and rotting vegetables permeates the air, mixing in the scent of stale booze. During the day a Broodling Kultist stands guard. At night they’re usually found dozing off, their back against the secret door. Stairs descend down the corridor before splitting and going back up toward 3- Okkultists’ Quarters and 4- Worship Chamber.
Broodling Kultist - HD 2 / No Armor / Spear (d8)
Fanatical follower of Ta-Vourka, wishes to release it from the bowels of the earth.
Will gladly give its life for the cause - doesn’t need to make morale checks.
Tries to capture instead of kill, the Scion prefers its meals fresh.
*Found in the Skrapper’s Handbook.
Rm. 3: Okkultist’s Quarters
The smell of moonshine is stronger here and dozens of ancient barrels have been stacked against the far wall. Cheap bunks and cots fill the floorspace and metal fifteen footlockers are tucked away beneath them. Each footlocker has a 2-in-6 chance of actually being locked and contains sets of clothes, 1d4 pieces of junk, and 3d6 skrap. Most of the barrels are empty, although one contains binoculars (Ud6) and an empty canteen (Ud6).
A few lockers contain journals, which detail some of the day-to-day life of the Kult, which calls itself The Brood of Ta-Vourka. They were gathered by the Master, who promised them power and a metamorphosis into a form far greater than their meager mortal flesh. The Master claimed that in order to achieve this power, they needed to free their “god” Ta-Vourka from the bowels of the earth where it has been imprisoned since the dawn of time. This particular temple is blessed, as a “scion” resides in the Holy Chamber. There are mentions of other enclaves scattered throughout the wasteland, all of them also working to free Ta-Vourka.
During the day this room is typically empty, but at night 3d4 Broodling Kultists can be found sleeping or relaxing in their bunks.
Rm. 4: The Worship Chamber
The odor of vegetable rot is nearly unbearable in this chamber - Scrappers must succeed on a Guts Test or become sickened while they remain in the room and for 1d4 minutes afterward. During the day The Master leads ceremonies here, praying in an unknown gurgling language. 3d4 Kultists join him in prayer, which often lasts until midnight.
Dominating the room is a statue made from still-damp clay that depicts some sort of slug-like creature with five eyestalks, dozens of pseudopods, and a vertical fanged maw that goes from its “head” to its “stomach”.
Once a month a Kultist or a prisoner (one of the three held in 8- The Prison) is brought before the altar for a ceremony. It just so happens that the Skrappers are infiltrating the temple during one such ceremony (what a coincidence!). If uninterrupted, the Kultists pin the prisoner to the floor and pry open its mouth while the Master removes a much smaller, living version of the statue from a jar and puts it in the prisoner’s mouth. After a few minutes of observation the Master, disappointed, pulls a lever by the altar and the prisoner disappears through a trapdoor in the floor. The ceremony thus ends rather unceremoniously.
If a Skrapper is captured and used as a sacrifice they will be force fed a slug and must attempt a Guts Test. Failure results in them getting sick and becoming deprived until someone can remove the slug from their stomach (it may not matter much, as the Master will drop them through the trap door into 12- The Holy Chamber). On a success, if the Skrapper has 3+ mutations, they’ll begin transforming into a creature similar to the Master and they’ll be returned to 8- The Prison. After 2d6 days the transformation will be complete and the Master will release them with the intention of making them a bride. If they succeed but don’t have 3+ mutations, the Master will open the trap door and send them into 12- The Holy Chamber.
A small wooden door (locked) connects to 5- Storage Room. The Master and several Kultists have the key on their belt. A door on the western wall connects to 6- The Preparation Chamber.
Rm. 5: Storage Room
The door to this small, musty storage room is locked. Inside are rickety shelves upon which are stored mundane cleaning supplies. A loose flagstone in the floor hides a battered handgun (d6, UD4) and a container of iodized salt (Ud8).
Rm. 6: The Preparation Chamber
A small, circular chamber. The walls are painted with the graphic images of humanoids transforming into strange, human-slug hybrids and slug-monsters consuming humans. A pedestal stands in the middle, upon which is a bowl full of a watery slime that smells intensely of rotting vegetables and garlic. Before a ceremony, the Broodling Kultists will bathe themselves in the substance.
Rm. 7: Kitchen & Mess Hall
A fairly run-of-the-mill kitchen with a wood-fire stove and a few tables. Ancient distilling equipment is tucked away in the corner, gathering dust and still faintly smelling of booze. A larder is packed with canned goods and flour - strangely, no salt. A large trapdoor on the floor is fastened with a heavy padlock, leading down into 8- The Prison. Only the Master possesses a key.
Rm. 8: Prison
A nasty, smelly cellar with a rough dirt-and-stone floor. Three living prisoners are trapped inside along with the bones of God-only-knows how many previous victims. The prisoners- Peaches (massive, soft-spoken, contemplative), Cassius Knight (a Tekno-Kultist, angry, violent, professional), and Nan (outgoing, determined, bossy) have been in here for a few weeks. They’ve been working on a tunnel that was started by previous prisoners, working their way down to 9- The Stairwell in hopes that they can sneak to 10- Master’s Quarters to retrieve their stolen gear and fight their way out. The entrance to the tunnel is hidden beneath several large flagstones.
Cassius had a plasma pistol on him when he was ambushed and brought to the temple, but does not have a suit of power armor.
Rm. 9: The Stairwell
A slimy, musty, moldy stairwell that zigzags between the temple’s three floors. The stones are slick with water and slime, making hasty movement difficult.
Rm. 10: Master’s Quarters
Opulent quarters reminiscent of a medieval king’s. It’s filled with gold and jewels, silver candlesticks, masterwork pre-Blast paintings, as well as a functioning record player (hooked up to a small generator) and a sizable collection of classical records - all very useless in the wastes but quite valuable to the right person. A locked wall safe holds Cassius’s plasma pistol (d8, Ud6, relic), as well a few handguns (d6, Ud6), knives and machetes (d6, Ud6), a bottle of painkillers (Ud6), a geiger counter (Ud4), and a rope and grappling hook (Ud8).
The Master (alien, unsettling, domineering) can be found here whenever he’s not leading a ceremony or visiting 12- The Holy Chamber. If he encounters the Skrappers here he’ll attempt to subdue them with his Overriding Command Mutation before calling the guards and locking them in 8- The Prison. If any of the Skrappers have three or more obvious mutations, the Master will use them as the next sacrifice in the upcoming ceremony (which will be moved up to the next day).
The Master - HD 5 / Rubbery Hide (d4) / Bite (d8) or Knife (d6)
Is humanoid, but something is definitely off.
Can extend its eyestalks and open its mouth down to its belly to devour prey.
Serves Ta-Vourka, professes to interpret its will.
Covered in an acidic slime, has the Explosive Boils* Mutation.
Can hypnotize creatures with its strange eyes, has the Hypnotic Gaze and Overriding Command* Mutations.
*Found in the Skrapper’s Handbook.
Rm. 11: The Annex
A simple chamber with stone walls. Constantly damp and absolutely reeks of rotting vegetables and garlic. Two Broodling Kultists stand guard at all hours. A locked metal door leads to 12- The Holy Chamber. Only the Master possesses a key.
Rm. 12: The Holy Chamber
A large cave. The smell of rotting vegetables and garlic is absolutely overpowering. The Skrappers must attempt a Guts Test to avoid becoming sickened and deprived, even if they succeeded on previous Tests against this malodor.
A shallow pond separates a crude platform from a stone plateau on the opposite wall. The Scion of Ta-Vourka, a large, slug-like monster oozes about on the plateau, its appearance identical to the statue in 4- Worship Chamber. Thousands of tiny sluglettes shlorp about on the stalagmites and stalactites in the cave.
Scion of Ta-Vourka - HD 10 / Thick Hide (d6) /
Bite (d10) or Flung Sluglette (d6 acid)
A massive, slug-like mutant believed to be an “echo” of Ta-Vourka on this mortal coil. Hopefully it’s just a really big slug.
Ever-hungry. Creatures bitten by the Scion must succeed in a Muscle Contest or be swallowed whole, taking 1d6 acid damage each turn until they escape or die.
Can fling a newborn sluglette a fair distance, splashing the target with stinging ooze.
Covered in an acidic slime, has the Explosive Boils* Mutation.
*Found in the Skrapper’s Handbook.
[#1027] Bunker Baby’s Skeleton
These sun-bleached bones of an unfortunate wanderer barely stick out above the windswept sands. Whoever this way, they had access to reliable dental care - evidenced by the fillings in several of their teeth. Their coveralls are tattered and faded to inscrutability, although digging up the bones does uncover a S.A.F.E.-brand patch (Ud6) in decent condition. The bones on their left arm end abruptly at the wrist.
[#2936] Riverside Community Park
A half dozen trailer homes clustered around a single, sorry street (ironically named Tranquility Lane). Most of the units are in serious states of disrepair, but one or two could provide shelter from the worst elements for a night. Hell, a particularly enterprising crew of Skrappers could even take the time to restore one of the trailers - possibly building a mobile shelter to bring along on their adventures if they have the means of locomotion.
Five of the six trailers are uninhabited, save 2d6 Roachers scurrying about eating whatever scraps of organic matter they can find. Skeletons of the pre-Blast families that once called this place home can still be found, as well as 1d8 pieces of junk. The last trailer along Tranquility Lane is locked and contains a safe with $500 in pre-Blast money, a handgun (d6, Ud6), and a S.A.F.E. keycard.
The last trailer is the current home to 2d4 Raidahs, who have taken to squatting in old Riverside. Led by Warhog Reno (vengeful, hot-headed, PISSED OFF), this particular gang was backstabbed by the Handymen and driven out of Gridtown after helping Supervisor Dustin take control of the settlement. They have no problem shooting the Skrappers full of holes and taking their stuff, but Reno is willing to work with anyone who can help him achieve revenge.
Roacher - HD 1 / No Armor / Bite (d6)
Often part of a swarm.
When killed, rolls an Ability Test. If it succeeds, it comes back at 1 HP.
When really killed, explodes into harmless, ludicrous gibs.
Reno’s Raidah - HD 2 / Light Armor (d2) / Machete (d6) or Shotgun (d8)
Sadistic and opportunistic! Never pass up the chance to inflict pain.
Wants revenge against the Handymen - especially Dustin!
Loyal to Reno… as long as he appears strong.
Increase HD by 2 and give the Bloody Fuckin’ Mess Perk for Warhog Reno.
[#2934] Derelict Meat Haüs Restaurant
The sad remains of an old Meat Haüs fast food joint. The decrepit skeletons of pre-Blast sedans choke the drive-thru, making the building’s northern wall surprisingly defensible. Much of the exterior is covered in the graffiti of long-exterminated raidah gangs and the poor Hamburger Hans statue by the parking lot entrance has been decapitated.
The most recent group to take over this building is Freekshow (devious, ambitious, honorable) and her gang of 2d6 Muties. Driven out of Skrapyard by Warhog Reno under orders from Supervisor Dustin, Freekshow has taken to brigandry and banditry, waylaying travelers and merchant ‘vans that pass through along the pre-Blast roadway. She’s always accompanied by her two Mutie Mutts: Peeches and Kreem.
Inside the old Meat Haüs building are the ill-gotten gains of Freekshow’s gang. 2d4 pieces of Skrapper gear, 2d20 pieces of junk, and 4d12 skrap. There are also 1d4 bags of Atomic Cherry Radi-Cola syrup still in the walk-in cooler (the right chemist could turn those into something drinkable!).
Mutie - HD 4 / Medium Armor (d4) / Machete (d6) and Shotgun (d8)
Your average, radioactive wasteland mutant. Has one mutation.
Insular and xenophobic, used to being attacked.
Fights intelligently, but isn’t a tactical genius by any stretch.
Increase HD by 2, given an additional two mutations for a Mutie Cappan.
Mutie Mutt - HD 3 / Hide (d2) / Bite (d6)
A mangy mutant hound. Has one mutation.
Hunts and fights as a pack - will join mutants for food.
Even with its twisted DNA, still a good boy!
[#0528] Broadcast Station Yankee
Seated atop a rocky plateau is a squat, concrete structure of indeterminate use. Peering through wire-reinforced windows reveals only a dark room. The only ways in are a heavy steel door on the north face or a retractable metal hatch on the roof.
If the Skrappers manage to get inside they’ll notice massive computer banks attached to all manner of communication equipment. Stairs descend into a basement, which contains an emergency generator in desperate need of fuel and a locked crate with four Submachine Guns (Ud6), a case of MREs (rations, Ud8), and Iodine Tablets (Ud4). A charging station by the door contains a deactivated Battle-Bot 9000, which will activate and attack if power is restored.
If power is restored, the Skrappers can activate Broadcast Station Yankee’s radio tower, which will extend from the rooftop hatch and connect with the other broadcast towers in the wasteland.
Battle-Bot 9000 - HD 4 / Armor Plating (d6) /
Light Wpn (d6) & Assault Rifle (d10)
Carries out its final mission: protect the broadcast station.
When HP is reduced to 50% or lower, it attacks the nearest targets at random.
Explodes when killed, dealing 4d6 radiation damage.
[#2840] “Refurbished” Thoroughbred Bus
An old, bullet-ridden Thoroughbred Lines bus sits by the bend of the river. A ramshackle hut has been built into its side, with a copper chimney belching strange fumes into the air at all hours. The derelict bus serves as the “lab” for Niemann (obsessive, perfectionist, rude) and Wright (personable, professional, arrogant) a pair of stim brewers operating in Quitter’s Respite. While they aren’t allowed to brew in the settlement, they (secretly) work for Supervisor Dustin of Gridtown.
The duo mostly brews Einstein, Euphoria, Hype, and Oomph but they can do special orders - provided you’re not working for one of the Supervisor’s enemies. It takes 2d4 days for them to brew up a custom order. Neither brewer has any real weapons on them, but everyone knows that to mess with them is to mess with their employer.
Every Tuesday afternoon (roughly 2 p.m.) a Water Merchant Caravan stops by a dead drop - an old mailbox about a mile up the road from the lab - and takes it to Gridtown where it’s sold to the populace to keep them under Dustin’s control.
[#2530] Crumbling Trail Shelter
Along a derelict hiking trail is a three-walled, cabin-like structure overgrown with moss and lichen. Stashed away beneath the half-rotted bunks are duffel bags filled with wads of pre-Blast cash. An unrolled, military-grade sleeping bag is unfurled on one of the bed frames. Hidden away in one of its side pockets is a compass and a map of the local trails with a note mentioning a nearby cabin.
The moss on the exterior is actually a collection of 1d4 Moss Monsters. They spend most of their time hibernating, but slowly wake up if the Skrappers (or any other creatures) make too much noise.
Moss Monster - HD 4 / Thick Moss Layer (d4) / Smother (d6)
Lies in wait, appearing as nothing more than a thick carpet of moss.
Tries to smother potential prey, slowly absorbing nutrients through root-like rhizoids as prey decomposes.
Escaped prey must succeed on a Sense Test to notice bits of moss still on it - otherwise it latches on with rhizoids and smothers them over 3d6 days.