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aU ita clay Ne OM eae Co On OCLC) SNP Near CN = 5. GrumpXDWES (Shorty: iltempered ingushing Characteristics, shill 1. Fowd OTHES (efyThe Dip pack bbootcking, con, scrounging 2. Bubba RIAN-3 (Bubbles Louise slamger 3. Sonja-R-FTR2 (Red: bloodthirsty ve: primitive aimed weapon, primitive meee ‘weapon 4. JaRLV-ELES (‘Giggles excruciatingly upbeat: cheeriul pate, plant lore. animal lore Charm pinhead; — Mental Block Combat Mind Regenerate Machine Empathy Mechanical Intuition, Machine Sense, Detect Sloping Passage Telekiness, Mental Blas Levitate, midget pickaxe, gumbling, mining 6. MerleX-NNN-3 (Psycho'r: Registered Mutant, blackout connoisseur ner pit Blue Clearance Armor Mixture of kevlar, ree, and shockabsorbing padding Column Shifts (by weapon type) Los © P m® i 24 PO Roster ‘Combat Skill ‘Special Weapons Sling 57% fat 53% Bow 65% Keife 55% Phacer 9594 22% / 34% Enenny Pato 41% Trance Teleport Blizard Roster END Act Pickane 37% ‘Skibex: Easily panicked; wants 10 go home Real Bad; hates the sight of blood (especially his own Phemud: Alert e ‘Chodor’ aruments; easonably polite to PCs. CChodor: Bloodthinsty, arogant killer just as soon stay in Alpha Complex and take ove a8 go home, clneades: usually stuck inthe middle of Skibex’s and Favorite Mutant Powers™ Electoshock Fireball Darkness, Electoshock Protection, Empathic Fang stats ‘Other 0 POW 14 4100 in wand) 20 (+100 in wand 7 (+100 in wand) sil 56% 179% 0 4% 154% 10 64% 64% Shows each wizard’s personal fvorites, All three wizards have the following mutant powers (described in section OA Magic in PARANOIA’ Regeneration, Charm, Telepathic Sense, Mental Block, Minor Telekiness, Elecroshock, Tance Telepot, Telepathic Projection, Deep Probe, Em pathic Healing Tongues, Animate Dead, Protection Shield, Fireball, Darkness, Translorm Other. * The fist percentage is Unarmed combat (which wizards avid like the plague), the second is for atacking with a wand (drains all POW from tanget and sucks it into wand), Biuaged Bot Roster (All bots appear in Episode 2 of th F> Scrubot 1UR-823: Cheerul dimwit; threw a bearing: hanging ‘Upside down walling for replacement Warbot 12-5988: Shellshocked veteran; imps in circles and ‘hacks with empty guns Hf ordered into combat Jackobot 350-209U¥: Polite butler; intermient short circuit ‘auses seizures — grabs things and shakes 2 lot Jackobot 330-2032: Crazed axe murderer; “gone frankenstein ‘an hates humans; nailed securely to wal ‘Mave (peed) Hang (immobile) Limp wath) Tread (tol) Thrash utilely immobile ‘chassis Size / Bigger is Better Factor* Scrubber manipulators Small /— (Damage Column 1) Ruined cone rifle (used 38 club) / 85% (Damage Column 4) ‘Manipulators / 25% (Damage Column 2) Manipulators / 35% (Damage Column 2) 5% Medium /1 Medium /1 “Ignore this if you dont own ACUTE PARANOIA. Os run out and buy a copy NOW. NPC Roster Name and Background ‘Combat Armor END AGI DEX MOK CHT MEC POW sll Randy: Covardly green toadying tizardman; pathological lar with 45% /— leather ‘ontiness for manflesh; bites on Damage Column 5; Tongues and Telepathic Sense mutant powers Patrons of The Reluctant Scrubot:Snookered Indigo and Violet Citizens; 45% J 60% enthusiastic brawlers; peer busting heads to shooting Generic Loyal Citizens: Innocent bystanders at TechServe and Power 23% / 30% Relay Station; R&D techs sucked into Dimension X; whining sniveling jerks without an ounce of self-respect; good target practice ‘Six Red Troubleshooters: Clumsy incompetent paranoids typical Me / 45% reflec Tiehleshontes ‘lve Bucket Brigade Revolutionaries (3): Three Stooges meet James 20% / 45% reflec / Bond Red elec and padded armor; needles and one hand flamer padding Generic Dimension X Humans: Naked, semi-intllgent primitives none slobber enthusiastically and grunt 2 lot (Overseers Like Randy but les trustworthy; s}cophantic backstabbers Leather 10% have Tongues and Telepathic Sense; bite on Damage Column 5, sab with sword or spear on column 7 +The fist percentage Unarmed, the second is Armed (usually Laser Pst, Monster Roster ‘tack % Weapon Damage Column Gelatin Monster: 3 x 3 x3 meters of real stupid raspberty jello; crushes real 90% / 80% Spit / Crush 0/10 ‘stupid clones; oozes at Stell speed (00 vital ongans) The Lady: Blood sucking lama / soulsucking succubus; chews on necks Bite sucks soul -s ‘bles at a Walk magical essence ‘Me. Tiger: Hungry Bengal: chomps or slashes twice per round, pounces at Claw & Bite 9 ° Sprint speed Doorward: Humorless gargoyle with riddle; attacks with pluswhun sword Pluswhun Sword ° 5 ‘once per round, hit only by melee weapons, moves at Stays Put spew! imelee weapons thangs out on ledge ver door only ‘Water Elemental: Animated puddle; splashes all PCs violently once per Watery 5 (sce table below) round; enes alone PCs who have burned itt moves faster than Sprint speed, Pseudopod Ggnore armor) Sathering Hound of Oxidation: Slobbering, drooling, lonesome and 100% Slobbering drool rust ° Iystericaly chummy magic pooch; slabher rusts all metal suthin 2 meters; relee weapons ambols at Sprint, only Huge Emperor Killer Penguins (80): Machiavellian amphibians; would rather Teeth ° talk than fight; chomp undiptomatic PCs; swim at Sprint speed, Wandering Monsters: Assorted dungeon denizens traculent uabibable killers wander at Sprint speed. Kobold: Short green goon with sword. Sword e Leather Armor Troglodyte: Squat lite geek with club lb 7 ° ‘ll: Like troglodyte but uli: Regenerates (POW 7), Club 7 o Giant: Real Big hairy thug with Real Big club Clubs 0 =? thig doder Unardiman: Sally, shontempered Randle monster with chub Che 7 =2 tough skin) Giant Toad: Lousy convestionalist with sticky tongue (one-use tangle. 50% Tongue lemtangles (ose) Zombies (10): Mindless meat robots: atlempt to cling, 10 PCs thalve zombie- ling halves PC Sil ‘covered PC's skills unafected by Stun and Wound results; Incapactate oF beter damage knocks pat of; lurches at Walk Spectre: insubstantial dead guy fected only by ‘plaswhun weapon’ icy icy ero unconsciousness fen? mel victin’s mind and wll on result of Wound” or Bete looms at (plusmhun Run speed weapons onl) ‘Ore: Wimpy housekeeper: ne skills sleazy attempt by West End to justify tile * Lists Damage Columa to use for monsters attack Number of Damage Columns to shift to the left for defense, OF lists the ype of armor the monster Is wearing i ‘a + napalm or HE round — no shift grenade ~ no shift, PARANOIA Ken Rolston Green Sime / Designer Paul Murphy ‘Weerat 7 Developer TEaitor Martin Wixted and Bill Slavicsek Giant Weasels 7 Eaions Stephen Crane {00 Ores Graphic Deven Holloway Purple Worm 7 Cover Art and Maration Dan Gelber, Greg Costikyan, Eric Goldberg, Ken Rolston ‘Wandering Monsters 7 Orginal Sytem Design Paul Balsamo, John Hardy, Curtis Marz, Scott Trantel Shamblng Mounds / Playester The Computer ‘The Prince of Darkness 251 West 30th Street New York, NY 10001 Ce Wizards? Lizardmen? A Dungeon? In PARANOIA? Sure. Okay, it's stupid idea, but look — is it any less stupid than the Ideas we had for our other adventures. 7 {Ehr... say Ken, I'm not sure that’s exactly the sort of line we want to follow here. Can't you say something a litle more. upbeat? ‘Oh. Okay. How about.) Look, Not only can your players get blown up, back-stabbed, betrayed, hosed, incinerated, cushed, and repeatedly executed, but inthis adven: ture they can also get tured into a colle, devoured by a dragon, munch. ced bya tiger, chopped in hal by 2 gargoyle. soul sucked by a spectre, drown fed, then nipped apan by killer penguins [AMait, that’s al the fun the players have. What about the gamemaster?) Right. And you gamemasters, you get to play wizards and use any magic yourwant, and your players can't complain, ‘cause there ain't no rules, and you getto pla 2 lying whining, toadying lizardman theyd love to strangle, but they cant, ‘cause they need him, and you've got'a whole dungeon {ull of personaltydisordered monsters to pester them with, net to men: tion te standard Alpha Complex wackos and Our Fiend The Computer, 4nd there are lots of opportunities to make loud squalling noises in your player’ ears and [Uh Ken... think maybe you ought to try your more formal, expository approach Well, if you say $0...) WT The Formal and Mature-Sounding Pitch for the Virtues of ORCBUSTERS Long ago, in a galaxy fa, far away, my idea of a good time was finding six Cloud Giants jammed into a 10 x 10 room. I wast paniculaly interested in how those giants came to be jammed into the room — I just wanted to whack on the giants, or taunt them, of con them into joining my party 50 we could go look around for another 10 x 10 oom jammed with 13 red dragons or something, “Those were the Good Old Oays, PARANOIA is a reincarnation of the Good Old Days. PARANOIA has lots of action and mayher, lots of bizare and implausible oddities, los ‘of unconventional problems requiring uncomentional solations, ample op- portunities for improvisation and humor, a free-wheeling and imespons. ble attitude toward rules — in shor, a perfec way to waste an evening or. We World Famous West End Game Designers can all tace the humble beginnings of our craft hack to stupid, cheerful dungeon crawls where we gathered loot and vorpal swords as we tumbled into pit traps, swapped Frddles with sphinxes, and hewed the heads fram many an ore tis with 4 deep nostalgia and hear-felt pride that we return ta plunder the rich resources of our primitive origins and transform them into the dream stuf (6 a PARANOIA adventure Evil wizards. Loathesome servitors. Torclit subterranean corridors, Fireballs. Wandering Monster Tables, And Our Heroes, caught between ‘The Computer and the Forces of the Unknown Say, has anybody seen my Hom of Valhalla? CCopish © 1886 Wet End Games, ne 0.1 Adventure Materials ‘Okay. Ler’s see what you got for your wellspent bucks IW The Adventure Bunches of pages of brilliant game design, witty writing. and fis-las ils tration, Tips on how to stage the adven- ture, Charming and edifying digressions Sample dialogs. Plot options. How t0 keep a choke hold on your player’ il: lusory freedom of choice 724 pages. Count ‘em. Go ahead. This Is the important stuf. Wl The Maps Look at pages 13,14, 19, 20. Maps. You could keep them to yourself, but we ‘made them so you can show them 0 your Players without giving away any of the Deep, Dark Secrets that gamemasers ove to keep. (Don't show your players the Dungeon map, though) The maps can be easily separated from the booklet Using +5. Scissors of Adventure Slashing. IW Pregenerated Characters Ina burey to play? Killed all the other player characters in the last adventure? Use these, They are also 2 good exam- ple of the personality disorders, checkered pasts, and treasonous equip ment that every PARANOIA, character should have. Finally, they make a swell NPC party of Troubleshooters to send alter your campaign character when they igeta litle slow in serving the Will of The Computer. These will fall out of the booklet when you yank on the maps Notes on Player Characters Frowd-OTHF3: The PCs will have no ‘opportunities 10 go to Outing and Supply in this adventure. In fact, they're joing to run out of stuff eal fst, unless Frowd-O uses his mildly teasonous sil *Scrounging FrowdO can scrounge just about anything — weapons, food, treasonous items, ete. Adjust his Base Percentage (60% according to the security clearance ‘of what he is attempting to scrounge — “10% per level above Red clearance: Dit. ficulty"of obtaining treasonous items depends on the scarcity ofthe item — booze is prety easy, for example, while Madonna albums are more dificult. A Orcbusters failure means either the item isn't available, or Frowd-O gets caught Scrounging — according to GM whim. JahLYELFS: JablY has the special skill, "Chee Prat” This is jst like Motiva tion (see Gamemaster Handbook, page 38), except that failed rol subtracts 10% from further interaction rls Grump¥.DWE3: “Grumbling’ is just like Intimidation, except that NPCs do What he says not because they are frightened of him but because they want him to shut up and leave them alone. Grumpy’s ‘unique mutant power, ‘Detect Sloping Passage” has absolute |y no possible use in ths adventure. Sorry. The Disintegration Matrix: Whenever Grumpy messes with this device, oll percentile dice. 01-25%: highypitched Squealing noises come from all speakers in the area; 26-50%: all rubber (bo tires, gun handles, gaskets) within 10 meters oxidizes and crumbles; S175%: the matrix acs like a giant electromagnet, a tracing all metal within. 10-meters; 76.99%: for 30 seconds all gravity is Cancelled within 10 meters 100%: nothing happens. MerleX:NNN-3: Merle¥ has blackouts Lats and [ots of blackouts. Any time something interesting is going on, there is'a base 20% chance of him lacking ‘ut. Any time nothing interesting s going fon, there isa ase 100% chance of him blacking out. Gust kidding. Heh, heh.) I Gamemaster Screen This i called “the cover” when you look atthe colorful side. On the black and-white side we printed reference hats forthe non-payer characters, bos, wandering monsters, and other bit parts. We also include a summary chart for the regenerated player characters, which | guess you could use whether the players are using those characters or some other ‘characters. Go ahead, See what you can ‘getaway with, 0.2 Adventure Background HT Treasonous Commie Mutants from Dimension X A lowly Redt-evel funky discovers an ‘experimental device permitting inter dimensional travel, The device is ‘assembled and turned on. It works is He Par of the DND Sector Computer Sub- ‘system disappears. In its place appear three wizened but proficient wizards and their craven but sniveling,fizardman apprentice. The wizards ae disgruntled bby their preemptory. surwmons. from Dimension X. They want €0 go ome. Now. Correctly surmising thatthe experimen tal device isthe agency of their transport. the sorcerors determine to find flk who know how it works, hoping to enlist their aid in returning to Dimension X. The Red. level funky correctly surmises that he ina Lotof Hot Water and makes himself The sudden disappearance of part of the DND Sector Computer Subsystem ‘causes quite asic The PCS are called in to investigate The wizards and apprentice question the Citizens of Alpha Complex. “Pardon ‘me. Do you know the way to the nearest interdimensional portal or 15th-level ‘magic-user?” The Citizens are less than cooperative “The survivors call upon The Computer to id the complex of these dangerous "After several unsuccessful attempts to destroy the wizards, The Computer begins to realize the potential value of sorcerous technology. The Computer then issues instructions to capture the ‘wizards and their marvelous device, the Tansdimensional Collapsatron, intact Guess who gets assigned this inter esting jobi 'No big deal. ! mean, if pair of scrub fy hobbits can deliver ring to the Crack ‘of ‘Doom in. defiance of the most “avesome heavies in Middle Earth, then this should be a snap, Koubles-KAN-6 Deep inthe labyrinthine tunnels beneath ICE Sector R&D, in caverns measureless to man, lies the pleasure dome of Kouble--KAN-6. Koubles- KAN‘6 sanished afer completing his ies work —-a marvelous maximedia arcade for his patron — a nameless and Unimaginably powerful High Program. mer. The pleasure dome has been deserted. since Kouble-’s untimely disappearance. ‘One fine day an insignificant Red flunky was dispatched to retrieve a file from the pleasure dome, While looking for the file, the flunky spotted a box marked “Transdimensional Collapsaton: Security Clearance Ultraviolet. Real im portant and Dangerous Arifact. Don't Mess With it” The flunky, a Computer Peak secret society member, couldnt Hastily scaling "Experimental File Folder: Rel. 44PAss.LOP” to match the designation on the courier clesrance voucher, the flunky snatched up the ‘ransdimensional Collapsation. He dida't notice another box, “Tanseimensional Collapsatran Mark I hidden elsewhere inthe lab He bore his box straightaway toa safe room (where The Computers monitors had been disabled some divs before to hide a CompPhveak meetng) below DND Secior Computer Subsystems and tried to igure out how to operate the TC. The Transdimensional Collapsatron When the flunky opened the box, he found something that resembled a com- puter monitor only with six screens, one fn each side ofthe cubic object, and 2 thick, incomprehensible, hand-scrawed ‘operations manal ‘A small metal stand supported the mmultiscreened cube, seting i several inches of the floos, and a spkey aray of thick wires was folded at dozens. of elbows into a compact mass atthe foot Of the object. A shor, armored power ‘able was connected tothe base of the stand. The plug atthe end ofthe cable was missing the wite and agrior sheared through like 2 laser through Vatiely Not to be deterred, the Rel flunky re- {uistioned a techbor rom Tech Services ostensibly to service a aulty door buzzer — and gave the mayual to the techbot with orders to assemble and test the device The flunk, not altogether a foal, decided to take a Tong walk while the techbot_ messed with the mysterious device. Lucky flunky, The techbex stuggled dutifully with the unfamiliar device and. the obscure manual. After spending several hous ty ing to set the antennaesike wires exact ly 95 displayed in the diagrams, the techbot decided it had done the best i could. It repaired the truncsted power cable, dragged the device over near a power outlet, and plugged i in “200008! WH What's Really Going Down Heret When supplied with power, the Tansdimensional Collapsatron” (TC) creates a spherical field around itself in pseudo-technical jargon, an exraspatio- temporal interface}, opening 2 gateway between dimensions. Anything inside the sphere (withthe exception ofthe Collap- sation itself is dumped into another Spacetime continuum, and an equal amount of matter from the other con- tinwum is dumped into this one. The pro- ess quite sae unless the poral opens in someplace lke vacuum), butithas one Small design fla vactoss the Surface of the interface a bret surge of matter reduction results in temperature and. gravitational fluxes similar to those generally found only at the core of a neutton star Imagine the techbot’s surprise. ‘On the bright side, the temperature and fravitational fluxes immediately sheared the TC’s plug, turning off the machine before intense gravity had a chance to suck most of Alpha Complex Into small, incredibly dense wedge of pulp, However, the field didnt deactivate until afer it had performed iis interdimensional switcheroo, “The matter of primary interest sent 10 the other continuum was a substantial volume of the computer subsystem of DND Sector The matter of primary interest sent to this continuum isin the nature of three very interesting gentlemen and one sorta interesting gentlething ‘Wizards. And theie izardman funky, ‘And their (dare we whisper it in an osten sibly seiencetictional universe) magical Yup. [eas bound to happen sooner or later. Just when you thought twas safe to go back in the dungeon Meanwhile, Back at the Ranch Cut to the computer subsystem ‘monitoring board inthe facility directly above the sae room. Suddenly the com puter monitors all go blank, and the peripherals stop elatering, whirring hugging, and bleeping. large spherical hole appears in the center of the room, Where once slood a couple of tons of ccomputer_memory. banks. Computer techs stare in dsbeliel. The neversilent room snow silent 1s The Computer dead? Nope, bua sizable chunk ofits down for the count. OND Sector Subsstem has bbeen breached, Other subsystems jump into try to keep things ftom coming spar at the seams. The PCs ate called in ta Save The Day Lr 03 Three Marooned Wizards Think abot the poor suiraale steanded ina strange universe, wander ing around with a mysterious device that they suspect has summoned then this inhospitable place, hoping to find so- ‘meone to explain how the device works and send them back. They do not speak the language ofthis world, nor do they Understnd the peculiar nature of magical Science here. When they try 2 solicit help from the inhabitants, they receive either blank stares or concentrated weapons fire. From every wall a calm, Soothing. incredibly sinister voce issues, commanding death and destruction on a scale unheard of except in tre most Unbelievable fantasy trash the wizards Tike to read on long boat rides Just what kind of horrible werld have they been sucked into! I The Innocents Abroad The wizards, Skibex, Phemud, and CChodor are motivated by one primary ob- jective — to go home. To go home, they ‘need to learn how to use the TC device. They experiment on their wun with the device, but its principles are so obscure that they quickly recognize their need for an expen’s aid. They blow up a lot of Alpha Complex while looking for one ‘OF course, these are intelligent, questing scientists naturally curious bout their environment, not immune to Transdimen sional Collap- satron: Some assembly required. the thvll of adventure and conflict, and always with a keen eye out for potential Sources of sorcerous power and knowledge So ofcourse, while looking fora way home they do abit of innocent ‘experimentation on the Citizens and ob jects of Alpha Complex — justo se how they work Here are some guidelines governing the wizards’ actions in Alpha Complex (References to magical powers and their ‘se ae explained ina following section ) 1. Initially, when their spell-casting powers are not dangerously low, they use Telepathy, Deep Probe and Tongues to communicate with cooperative natives 2, They soon find out theres 90 such thing as'a cooperative native in Alpha Complex: after brief introduction tothe lethal firepower carried by uncooperative natives, they use Protection and Tance Telepont powers to evade. After they pop ‘out of trouble, they take the first oppor tunity t0 recharge their magical staves (about which, more later 2. the natives ae not oo intimidating they use a litle magical muscle to test the natives’ mettle and abilities, (And, wel, just for fun, t00.) 4. fthe wizards ae engaged in impor. tant, purposeful activities, lke. inte rogating an uncooperative native, they Use magical powers o ensure privacy and ron-intererence. 5. When dramatic technological devices like flashlight, lasers, plasma uns, bots or butane lighters are displayed, or when natives use mutant owes, the wizards ae as curious as is Consistent with their personal. safety (Assume a medieval mindset — what ‘would fascinate a Dark Ages scholar?) 6. Whenever someone appears to have considerable “magical” powers (techno- logical or mutant power may be inter- pected as magical or whenever a Citizen Informant suggests an expen that might Understand the TC device, the wizards tenaciously interrogate the resource per- son and convince him tohelp them, alter- ‘nating threats and promises of sharing powerful magical secrets as inducements {o enthusiastic cooperation, IT Randy the Wonder-lizard Pathological liar, coward, squealer, toad-eater extraordinaire, Randy is one of the sleaziest and most charming NPCS we've eve stuck in an adventure. Randy will provide you with some Real Fine roleplaying opportunities. Your players will hate him, of course. KEEP RANDY ALIVE AT ALL COSTS! If the PCs want kill him, have The Com- puter intervene on Randy’ behalf they Kill him anyway, have RAD techs scrape Lup is remains and clone another one — ‘complete. though RNA transfes, with all (of Randy's memories. Then have The ‘Computer promote Randy to Indigoseve! and assigned to the PCS task force Es (04 Magic in PARANOIA: Eye of Newt, Spleen of Libbard, and Exposure to Heavy Radiation you were looking for some neat new roleplaying. magic. system trom us WFGDs (World Famous Game Designers) at West End, guess again. Al West End, our paricular geniuses are dedicated io penering existing bad ideas ‘wherever possible rather than working real hard to come up with allnew bad ideas ORCBUSTERS, you'll be glad to know, ino exception. So. In ORCBUSTERS, the wizards! “magical” powers. work. just like PARANOIA mutations. ‘You se! in one fll swoop —~ a magic system that's consistent, easy 10 under Stand, and involves no work on our pat whatsoever Is that genius or what? WM towitWoks Each wizard has a power attribute, just like” Alpha: Complex Citizens, except wizards have a bit efter gures in that Column. In addition, wizards have a Special magical reservoir that stores, power — theie magical staves. Each staff Stores 100. power points which the wizards can draw upon to cast spells. 100, points sounds like alot, butifthese guys have to contend with tankbots, they'll wish they had heaps more) The realy neat partis how the wizards recharge their magical ses. A relatively boring way isto fed the staves from theit ‘own personal power attribute; they. regenerate power at twice the rate of Alpha Complex Citizens (2 points per hour of sleep) However, as many of you who have played Other Game™ know, what with ‘wandering monsters and random gods popping in atall hous ofthe night t kill you, it can be difficult to get a decent ight hours’ sleep. Skibes, Chodor, and Phemud have a nifty way to overcome this: they drain power points from inno- ‘cent bystanders, ‘And here in. Alpha Complex, until someone shows himself capable of Shap ing the Force, he is assumed to be cattle, and thereby ‘an appropriate subject for power draining ‘A wizard can drain a Citizen's entire power attribute into his staff by touching the aforementioned individual with the aforementioned object and concentrating briefly. The Citizen promptly passes out dropping into a tetible dream of emp tiness and powerlessness ("1M FALLING. FOREVER INTO. EMPTINESS. AND POWERLESSNESS! AAAI") for TD10 rounds. When he comes to, he im mediately makes an insanity check As result ofthis saftzecharging ac tivity the wizard leave a ail of teraifed, schized-out clones in their wake NOTE: I someone shows some talent for Shaping the Force (ie, uses a mutant power) he automatically gets a litle respect from the wizards. A very litle. For ‘example, Randy, the lizatdman appren- tice and sep-and-etht, as some talent with Shaping the Force. Therefore he ges the signal honor of being allowed to lg the wizards’ gear. Asan added bonus he gets to walk point and check door for boobytraps. Lucky Randy OTHER NOTE: The wizards wil always use their staves’ power before tapping their personal power I Magical Powers Here isa ist of the magical abilities ‘mutant powers each wizard as. there isa power expenditure necessary for the Use ofthe power, it sisted in parentheses after the power tile (The power expen. Gityre may NOT be the same as described Inthe Gamemaster Handbook; this isthe SPECIAL cost for outoftown wizards from other universes) “The fist group is ist of mutant powess already described in the Gamemaster Handbook. Review the text for details on these powers; the notes here ae simply for quick reference. “The second group isa lst of mutant powers peculiar to the universe that Skibex, Phemud, and Chodor come fom. These ate SPECIAL mutant powers. Can youadd these mutant pavers 0 your own PARANOIA carnpaign? Well — I dont know, but i looks like things could get ‘out of hand here. | mean, oFcs are just around the corner, and there goes the reighborhood WH Concentration, Duration, Range, and All That Stuff In accordance with proper fantasy usage, wizards have to concentrate when they use a power — the move difficult and powerful the spell, the more critica the Concentration. Poor concentration, hast, fr distraction during spell-casting, may result in spell failure Use the following guidelines to govern concentration and spell failure. Power checks are made against personal power, Staff power doesnt count. * no distractions, plenty of time — ex tremely easy power check (ID10) ‘minor distractions andlor some time pressure (60 seconds or more) — easy power check (2010) * distracted andior hurried (30-60 seconds) — dificult power check (3010) * physically jostled or harmed andlor panicked (10-30 seconds) — very dificult power check (4D10) * wounded andior no preparation (one round) — outrageous power check (010) When a spell fils, the power is ex pended, but the mutant. powerspel doesn’t work. (What “doesn't work means is up to you; see “Staging Spells below for suggestions) The efiects of mutant powersspels as for 15 minutes, according to Fluctuations in the Force and the GMs dramatic needs Range and areaolume of effect vary according to spell. if not specified, ‘assume that range is line of sight with rapid decrease im power and reliability ‘over distance as moderated by a perverse GM, Areaholume is Smeer rads Unless otherwise specified WT Magical Components There ain't none. Well, thas not ab- solutely true; for long, involved spells Such as “demon-aising it. may. be necessary to draw a pentagram in crushed diamond or something, but, #1 general, wizards use spider legs, powdered cdragon’s milk, rabbits’ feet and all the ‘other junk to impress the rubes. In this adventure they wil be too busy tying to Slay alive to have much time for special cect. WW staging Spelts Some tips for effective presentation of ‘mutant powersspells + Make your descriptions of spell effects colortl and imaginative. In mest fantasy roleplaying magic cules the visual (and aural and tactile and olfactory) aspects are neglected. For example, a fireball — "A dazzling glow like burning magnesium forms atthe tp ofthe staf, blindingly n= tense, Half an instant later the glow ex: ppands like flower and the waxetrontof heat blasis your face — your jumpsuit bursts into flame, malfunction alarms sound on various pieces of equipment, and there is 2 dull thud behind you 36 an HE round explodes inthe chamber of ‘Skue-B-DUE's cone rile” * Play the spell casting concentation ele. ‘mento the hilt Intaly the wizards will have plenty of time to concentate, mak: ing gestures and mumbling hocus-pocus When the PCs start rushing them, the wizards squint, tongue protruding 2 lit tie bit, stammering and jttering about, fumbling with thee staves and correcting their postures with panicky twitches * When a wizard fils a power check and Kutzes a spel, ether nothing happens (clean, simple, elegant — and boring) or something happens, just not what was ine tended. The spell can be more-or-less correct tke a slightly smaller fireball, or Tongues spell with a speech imped mend, or completely offthe-beam {in stead ofa fireball, a hal of jellyfish). One ‘way to inspire inadvertent variation in spel eects to roll percentile dice each time a spells kiutzed, The close the rol 10 50, the more benign and marginal the satation. The closer the roll to 01, the more catastrophic and undesirable the result. The closer 1 00 [100), the more fortunate the variation (sometimes. an antst simply outdoes himself, ee MONTVHAL, PLEASE fier NON) TERMINATION. HT Mutant Powers Regeneration (510 points: The wizards Seem to recover miraculously for ine Juries between encounter, CCharm: This makes Citizens docile and ‘cooperative when the staves need TecharBing, oF when the wizards want information Telepathic Sense (point per minute plus 1 point per new subject Basic scanning of Citizens and other potential informants. ‘Mental Block (1 point per minutel: Ifa Wizard senses a psionic power being used fon him, he instantly puts up the Block He aso is very curious about the Citizen Who used the power. ‘Minor Telekiness (1 point per minute for 100 grams; TOTO points fort Kilogram). Used to. steal things, disarm hostile natives, create general confusion, Electroshock (IDI0- points): The equivalent ofa stungun; useful fr taking captives to be questioned later at leisure Trance Teleport (2010 and easy power check, minimum: Standard getanay dil Telepathic Projection (1 poner point per ‘minute of projection}: Cheap, reliable ‘one-way communication, Deep Probe (3 power points per minute (of probel: Expensive, slow, but reliable method of extracting information from an unwilling informant. “Empathic Healing (ID1U power: transers pain effects of any disease or injury rom ‘one victim to another for five minutes. Both victims must be within 5 meter radius, Does not alter physical condition of ether victim, but transfers stun and in Capacitation penalties from one. in- dividual to another. Wizards use this to keep one another in fighting condition eventhough wound fed; it buys time to withdraw and use Regeneration to properly heal an injury. WW Special Powers Tongues (2010): Permits wizards to speak and comprehend a foreign language. Also permits reading foreign language tough ees of native speaker ‘Animate Dead (2010): Essentially a lesser golem spell, this causes a corpse to ‘magically animate and follow the user's directions forthe duration of the spell Protection Shield (3DI0; eas) power ‘check minimum: Bread and bute spell Provides complete protection fromm eects ‘of material, energy, or magical attacks from outside 2 meter radius of spell No tiet ont melee tate. Melee attack is defined as any attack where attacker and victim are In direct and constant contact with the instrument Of attacking — that is, ifthe atacker is whacking or poking the defender with Something he s holding in his hend. (@y this definition, a grenade is a melee ‘weapon — if the attacker is willing to hold onto it while he strikes the victim) “There is 20-20% chance of shield failure, depending on the intensity of the attack (GM judgement). Sample uidelines: 1 hand laser — 1%; 5 hand ers or one cone rifle HE round-— 5% 5 HE rounds or ¥ sonic blaster — 10% plasma generator — 20%, Fireball (1D10 power, easy powei check ‘minimum: Efets identical with those of ‘hand flamer Darkness 1010 power: Breachand-butter spell — all purpose-defense-confvsethe- ‘enemy operation, 15-oot radius Wizards ‘an See; no one ese can, Infrared or other special darkness vsion gears completely inetfective, Transform Other (2010 power The wizard can change his victim into any iv. ing creature of approximately the same ‘size (plus or minus 100% mass). Exper sive, but very, very impressive. for the duration of the spell, victim. actually becomes the creature in body and mind The new creature ist under the wizards control, buts justifiably tered of him, ‘Victim must make dificult insanity check ater returning to former shape. IW Other Special Powers In addition tothe mutant powers listed above, the wizards have any magical abilities you want them to have. G'wan. Have some fun TF you nant to play fale and limit yourself to the mutant powers we tought Up. «wel, that’s fine with us | suppose in other RPGs that would be consilered admirable restraint But is not PARANOIA, Don't get fussy about game mectanics. So what a given spell never appears to ‘work the same way twice? The PCs are SUPPOSED to be bafiled and intimdated by the mysterious forces they observe ‘And who cares ifthe players stat whi ‘ng about logic and physis and lavs and rules and stu? This s MAGIC — nt the hhardscience-ictional technology of the basic PARANOIA game, ‘Abracadata, felva te) The Gathering of == the Fellowship ‘Summary: The PCs find themselves hurl ed trom a. comfortable state of bureaucraticerorinspired nonexistence ino a life-ordeath struggle with com rmunist wizards twansported here from ‘nother dimension agains tele will, 111 Ever Wonder What Those Real Loud Sirens That Go Off On Saturday Mornings Are For? Read the following aloud Ws another boring day-cycle at SPI ‘Outtiting and Supply. As everybody in SPI sector has been transferred to TSR. Sector except you, i's been better than six weeks since anybody has come in to indolently around the Bubbly Surprise dispenser in your neardeserted office, when suddenly. (Make a megaphone out of your Player's Handbook. Yell. "Whoop, whoop, whoop’ through i for 20 or 30, minutes} the Alpha Complex Civil Defense Emergency Sirens go off! A major threat to Alpha ‘Complex, or (gasp) to The Beloved Computer Itself! "You grab your lasers and hunker down behind your desks, prepared to repel hordes of Commie invaders, when sud denly the sirens end and’a message flashes weakly over your Computer ter- ‘minal: ATTENTION SPI OUTFITTING AND ‘SUPPLY! PROCEED IMMEDIATELY TO SAUR-/-MON-S AT DND SECTOR IN: DIGO RECREATION CENTER FOR REASSIGNMENT. THANK YOU FOR YOUR COOPERATION. ‘The screen goes black ‘The players can easily find out where the Indigo Recreation Centers Sure they ‘can. Realy. Look, all they have to do is sk The Computer, ight? I mean The Computer woulde't withhold the location ‘oftheir briefing room simply because that information is security clearance Indigo and they'te not, would it Forget leven brought it up 1.2 At the Inn of the Reluctant Scrubot ‘The PCs wheedle diections tothe tn digo Recreation Center out of The Com puter Maybe they even think to get tem porary passes into an Indigo-level area LaF not, maybe theie clones think of it Snicker) Anyway, sooner or later somebody gets there. Ii'so, they find a door marked “Indigo Recreation Center Closed for renovation. No admittance. Keep out. Lost our lease Moved to-new location. Knack before tentering” The door isnt locked. The PCs have two choices: they can knock lke the sign says, oF they can go right in IT they go right in, they’e dead. Con- ‘cealed automatic lasers pop out fom the Sutrounding corridors and fry ther. Into tiny bits, Then into cinders. Then into dust ‘motes. Then scrubots sweep thern up and ‘deposit them inthe nearest disposal unis ‘Then — but you get the idea U the PCs knock, afew minutes pass. At they get impatient and go ight in, eer tothe previous paragraph.) Then, a small Concealed window opens in the door, a pair of beady eyes look out, and a voice Inquires, "Yeah? Whadja want, scum- face?” Beady Eyes listens suspiciously to the PCS’ sory, says, "Ung" and slams the ‘window. A couple of minutes later, the oor opens. Beady Eyes, who is reveal: fed a.2 Blue intSee Trooper armed with {i neurowhip, motions them inside. Read loud! You see a large, 20x 30 meter room, dimly lit and fll of smoke. In the center ‘of the room stands what appears to be 2 beverage dispensary of some kind, though it’ lot more complicated than anything you've ever seen. in the Cafeteria. About 10 small tables sur- ‘ound the dispensary. Strange music fils the room. ‘Seated at the tables and leaning against the dispensary are more indigo and Violetlevel Citizens than you have fever seen in your life. They seem to ‘come from all service branches and are All sipping strange-looking beverages “and laughing and talking loudly. In one corer, a couple of Vulture Squadron guys are arm-wresting. In another, two giggling R&D executives fre pouring a yellow-green liquid over the head of a third who seems to be asleep. His hair is dissolving. Some HPD&MC and IntSec folk have formed ‘2 rhumba Tine beyond the dispensary, And somebody else is swinging from the lightsource. ‘Oh. Wait abit. Some of the patrons have stopped laughing and talking. They seem to be looking at you. Infact, now everybody is looking at you. The music stops. ‘Dead silence. From a corner table, a troop of burly Blue IntSec security guards gets up and heads toward you. What are you going to dot The proper thing to dois nothing. ust about ‘anything else will get the PCS felled ‘The biggest and meanestlooking Int- Sec guard walks up to you and asks [point at the player most likely to panic) “"Whater you doin’ here, wimp?” ‘A good plan would be to ell the truth, Just about anything ese will get the PCs killed ‘The goon answers, “Oh yeah? Com He leads you across the dispensary to the table he came from and gestures for you to sit down. Around you, the other patrons put away their heavy armament find go back to their fun. ’A wailerbot rlls aver and takes your ‘order. You can order Bouncy Beverage Liquid Fun, Mellow Surprise, Tastecoff, ‘or something called Grog. The IntSec ‘Troopers order Grog. What about you? ‘As you might guess, Grogs about 150 proof white lightning, What do you think the PCs are gonna order? Once the players have oxdered, Sour MON:5 — er — appears. Read aloud ‘The chief IntSec goon looks at his ‘watch. “Time for the boss to show un” he says, and puts a milky-white globe about half a meter in diameter in the ‘enter ofthe table. Placing hs hands on titer side ofthe globe, he intone, “Oh ‘Saur-/MON-S! We await instruct “The globe darkens and fills with roil- ing black mist. Suddenly, an Indigo- robed figure appears within. All that you ‘can see of the figure within the robe are two piercing blue eyes. They are hyp- notic; you gaze at them in fascinated terror. Then — it speaks. [Speak ina sinister whisper] “Mi. Please watch the following film {twas taken this morning from a secur- ‘camera in the DND Sector Computer Subsystem: ‘The black mist fills the ball. The ‘words, “intSecIntMont film #1022470. Filmed at DND CompSub, 6/17; (0605-0615. Authorized Personnel Only. Episode Two Copyright MXPXLNMIL The Computer, _ Several IntSec guards move cautious- on their brand new Blue IntSec armor Inc.All Rights Reserved” appear within ly tothe holein the floor. Seeing the In-_ with the neat “Special Task Force #686" ‘rareds below, they draw their weapons shoulderpatches. Or they can. save and shout something at them. One of everybody a lot of time and trouble and core of DND Sector Compt the Infrareds waves his staf — and the all themselves right then and there system from what you guess tobe a screen goes black, Several minutes pass, Camera mounted high in one corner. then the picture returns, revealing the I TfniSeC APRON DET Sim Rsienrmebiec ieaed NENG ctr returs caine the rine se Emersons ide ies git aa ua Age tec, fed wit ecole 5 sa cctnment cone witty "he pce fade replaced by te NOC BOY wy The at Setwandsne cease Sar nS roar redo the Gace) Rented ctesornte, — “MISREGCE ot SaUTEMONS 2 iciciiarsarepontocdbyahale compservare Keehrsredtg esha Ppa Se ee Spec fre tse Yor sion ngs mere en mach ering sume tobe runing iioparel ONOsecor rede ee avebeanmnaut atthe smcctiveensedienl -eoufsett Inaeeleuies nate cane ange Gierweon he mi’paccsing kiln Cperehelereheeaey — Meaksonmiemaan wba ore disappear, slong with the floor Underno creumstancesis ito harmea, adn ach i StemetCicinbtn wsaese UNG saci: glace Neen ay back slowly against the wal. Inisec Troopers have the paperwork and wh each espera ha aa The rom the camera's vantage point you abProprate armor that goes with this Soe can view the room betowcinthe tom Honor Do net dsappeint The Computer a A ton: Fauty lene Tacs an aged, gitetewstcen SiON a te ation black Infrared jumpsuits and ‘Unis permanently toned to the Al! ‘searing pointy hats they ae ooking THe globe goes dark. Subdued the = Troopers han! you an Oficial Teme {round and gesturing wily with on, malvntining alcondtioning Uns thinstaves Next to them an ugly green porary Blue revel slip, gesture at a ere oe thing about the size ofa scrubotisrun- large box standing behind the table, pick sf builds up sigan static change, ring around in circles. Behind the men _ uP the globe, and leave. eee Stands. strange device which Tooks The waiterbot comes by and hands Beet g something like a Computer monitor YU 2 bill for 275 credits. Nomi Tra? cman eee covered with antennae; one of the men Fade to black. paca te: eos: Wwhacks the green creature wth his taf Afr they pay te bill or wash dishes oe es and points at the device — the green for a couple of weeks), the PCs can take eT thingie picks it up. the box back to thelr esidences and ty “It’s the Parts on These Foreign “a= Models That'll Kill Ya . . ” Summary: The PCs are summoned to the Infrareds. Suddenly, the cheerfully- below? Don’t let your players see them, TechServe Central where the wizards menacing voice of The Computer issues ‘i . have gone to get their device serviced. from your helmets Techsene Cantal bot and eile The TechSere staf are inadequately MISSION ALERT! CALLING SPECIAL FPO city in a large domed unde Cooperative, so the wizards mess them TASK FORCE #66, THREEINFRAREDS DUP cer, The PCs entra a foo up a litle IN NON-REGULATION JUMPSLUITS "ube access at (K), which i aciacent to ‘A Red Troubleshooter team is on the AND AN EXPERIMENTAL SCRUBOT = big arene [utincrest ponies scene when the PCsarve. The wizards CREATING A DISTURBANCE AT DND sae rans access at (These ae make show work of them mili tie PCS SECTOR. TECHSERVE CENTRAL. ths, Only vious access tubes 0 {an atentve audience. PERPETRATORS MATCH THE DESCRIB._Echene. but there ae ay sumbes of The Computer wonders about the delay TIONS OF SUSPECTS IN THE DND "'spared bis lite"? and followed his advice ‘The wizards appeared in the corridor outside the Travel Inormation Office. The Computer spotted them, immediately evacuated the office and called in the Special Task Force. The Computer's com ‘munications were intercepted, however, by the Blue Bucket Brigade Revolutionary Cells— spies for another Alpha Complex. Three BBBR spies are hoping to caplure the TC device. dangerous burst of communicativenes, lets the PCs in on whats going on. SPECIAL TASK FORCE #666! THE DEVICE CARRIED BY THE MYS- TERIOUS INFRAREDS OF DND SEC- TOR HAS BEEN IDENTIFIED AS A. TRANSDIMENSIONAL — COLLAP. SATRON, A DESIGN OF THE FORMER R&D GENIUS KOUBLEJ-KAN- STOLEN FROM HIS LAB BY A RECENTLY-DEMISED TRAITOR ‘A DUPLICATE DEVICE AND MAN: UAL DESCRIBING ITS OPERATION HAVE BEEN DISCOVERED AND SENT TO R&D FOR STUDY. AS IT IS PRO- BABLE THAT THE INFRAREDS WILL AT- TEMPT TO STEAL THE DEVICE, YOU ‘ARE TEMPORARILY ASSIGNED TO DND SECTOR RED SECURITY, PLEASE ‘CAPTURE THE TRAITORS LNHARM- ED. VLL BE EVER SO GRATEFUL. Now the PCs sit around a th R&D lab and drink very nasty Tasteecof and fend ‘off R&D techs who want them to test ‘things while they kill ime wait forthe inevitable Something Yo Happen, And with the Three Amazing Wirards and Randy, that won't be a long wat _ Some Unexpected Visitors ‘The wizards are currently inthe ofice interrogating the Psion clerk, who i prev ing to be a very useful information source (The Green tech they found with her was ‘no help whatsoever and was entrusted to Randy’ tender care) The wizards are thilled to find someone who understands the Power to Shape the Force, and intertogating this Clerk has cleared up a lot of mysteries for the poor inter-dimensional toursts, Now they understand that sorcerous abilities, ‘oF mutant powers, as Alpha Complex ‘knows them, are illegal, and thathey will find no one equivalent 0 an Alpha Com plex wizard to aid them withthe TC However, now they knew the Alpha Complex equivalent of sorcery — R&D. And they plan to go there real oon, but fist they are going to suck the Psion’s mind dry 43 The Layout Look at Map 3. Orop it inthe middle of the table, A. Blue Bucket Cells: Three Blue Bucket Brigade Revolu tionary Cells members ate crouched in the hallway listening. (and recording) though the walls to the dialeg in the a Loyal Citizen frying a few ‘synapses in the service of The Computer. 2 Tavel Information Office. They artived ere seconds after the office was evacuated. Ther bulky Red coveralls con- ceal Red reflec and padded armor They all carry concealed needle guns and one Carries a hidden hand flamer They are so engrossed inthe action in the next room that the PCs surprise them when they come around the corner. The Spies wil stan, gully begin to hide, then freeze, then ty t0 act normal. Make this behavior so ludicrously clumsy thatthe PCS are certain that they are traitors, PC: Halt, What is your business here? Spy 1: We were just checking the wiring inthis wal Spy 2: Yeah. Right. The wiring. Spy 3: Sure. Like he said. Wiring. All ‘around ere, Real bad, PC: The wining for what? Spy 1: Uhh. the witing for the uhh... Cameras! Right That's i The Spy 2: Right! The cameras! ‘Spy 3: Sure! You know! Cameras! Click: ‘dick? PC: What cameras? ‘Spies: apd succession al hee spies) Secunty. video,» experimental (Pause then point simultancously at ‘each other) Yeah, what he said Kill hem. Or capture them s0 someone else can kill them. B. Travel Information Office: This Red clearance office is staffed by a Green in formation ech and Red clerk. There are several terminals, all with elaborate Security codes. and passwords, ina ‘workstation in the back ofthe room. The Red clerk sts behind alow counter with ‘built-in standard terminal and takes re- {quests from Citizens, ‘Currently Randy is in the back of the room near the workstation, siting on the chest of the tersfied Green tech: Randy Jeers at the tech, pinches his arm or rmidrif, and smacks speculatively|Randy is hungry and doesn't care who knows it "two wirards, Phemud and Chodor, are telepathically interogating the Red tech, who is standing in an unnaturally erect posture against the wall along the outer, Her eyes are wide-open and her Jaw slack. ‘The wizards psionically ask ‘questions, and the fe tech responds; she peaks aloud ina forced, gravelly voice. ‘The wizards are giving the full attention tothe Red tech, relying on Skibex to warn ‘of approaching danger The TC i siting fon the floor next to the two wizards. ‘Skiber is bythe door on the lookout {or interfering intruders. He has a Protec tion shield around him which he renews |. even) five minutes (ast Begins 10 fade) °F anyone pokes his head into the room, Skibex pops off a Darkness spell to en sure thei escape . Empty Offices. pene! 44 “So, What's the Plan?” ‘well, the PCs have their orders. Fire they have to get into the Tavel In formation Oifice. They could go through the front door, or they could approach through adjoining offices and blast through the thin panitions, hoping to sur- prise. the Inftareds. ince we have thoughtilly provided all those neat {empty rooms for you to exercise your for: midable.inprovisational ability in, it Wwould be a shame to waste this oppor tunity. Go wild ‘When the PCS get close enough to the door oF partitions of the Travel Informa: tion Office, they can hear what sounds like an argument between the Infareds (the language is incomprehensible, but the tone is unmistakable). Skibex wants to teleport out immediately. Chodor thinks they’ perfectly safe, and is in terested in questioning the Psion clerk Phemud has a couple of reasonable com promise suggestions, but he keeps geting shouted down. ‘Sounds like a perfect opportunity for the PCS? Indeed "At the moment Skiben’s staff power is depletes to 20 points feom throwing stc- ‘cessive Protection shields, The other 1w0 staves are down to 35 points each as a result of teleporing and extensive mind: toasting ofthe Psion. Skibex already has 2 Protection shield up, but that is their ‘only protection when the PCs intude. Using Teleport when distracted and with Tew power reserve is very risky, and worse yet, they also want to telepor the Psion with them for further questioning The frst result of this isthe decision to abandon Randy — it just cost too much to be sure of geting him out, and he is expendable, The second results that the wizard will te to repulse the PCs instead of immediately teleporting out. I they ‘an earn ust afew minutes undisturbed they can all get away with the Psion and the TC device, ‘After two rounds, if the PCs have not ‘been repulsed, the wizards have to ty to teleport out on emergency power. Make their power checks; no less than one is successful in this round, because at least ‘one wizard has to escape inorder to con- tinue the adventure. Ths wizard telepors ‘out with the TC device ‘Any other wizards whose checks fail are on their own. Improvise theit responses. Most likely they will continue trying to teleport out, but ifa strong of fense holds any promise of buying the time for a reliable teleport, it may be ‘wort the risk, Alo remember — Chodor likes offense, and is stil ever-confident. ‘When the smoke clears, the PCS find andy cowering under a desk, whimper ing. There is no sign of the Green tech Please discourage the players from ‘vaporizing Randy; he san important in formant for the rest of the adventure. A simple hint from The Computer may su fice, Also ithe wizards were sore pees 4, they left the Psion behind rather than take her along for questioning. but she Isnt very informative. I's off to Mind Reconstruction for her When the PCS sport in, they are ‘ordered to question the Psion cleck (im possible — the lights ae on but nobody's home), the Green tech, and to take charge of the green guy. Lucky PCs Ii they ask Randy about the Green tech he wipes his toothy mouth, burps, and shrugs innocently. — 45 Questioning Randy Boy, is this going to be fun. For your interrogating pleasure, Randy knows the ‘Tongues spell. And Randy i, aside from being a lisping lizard, an inveterate liar fof the frst ank. AS Dad used to 53y, Randy would climb a tee to tell ale ‘Anyone familiar withthe ‘pathological Tae routine fom Saturday Night Live has 2 perfect model for Randy. Add a few Touches from Gollum (nice habbit ‘won't hurt poor Smeagol, wll they, no") and give the whole thing alizadish lisp (ths way, niceth mathtenh") and Ran {y becomes a classic NPC bit part PC: Randy, who are the thee men you've been traveling with? Randy: S5SHthey're.. well. ..yeahth, they're my parenth, tree? Yeahth, thure, my parenth PC: But Randy, they don't lok anything Tike you Randy: ‘Oh, yedhth, thure, | almosth forgot, they were my parentth once, but, you’ thee, they. well. «1 changthed, right, yeahth, that th it | cchangthed into thith form ‘cauth, ‘cauth, magic! yeahh, righ, that th ite magic, tharth what happened Vit werent for Randy's dusive asser: {ions of his willingness to help his “nice New Masters” the PCs would probably despair of getting anything useful out of him. Randy: Nice, nice Mathteahi Oh, oh, oh (Old Mathteath abandon Randy, boo hoo. Randy help New Mathien, they nice to Randy. Randy tell Mathteth all about Dimenthion X, about mean Mathterth’ powerful siafith, about ‘mean Mathie evil, ev| plant, oh, veth When you speak as Randy make sure you continually smile winningly and Sincerely at your players to assure them Summary: This sa transition encounter that provides forthe PCs" timely delivery to Dimension X. They walk into R&D, ‘wander around in the dark, ear a cou ple of noises, then find themselves on an alien wold ina ditant dimension where they will have alot of fun ‘There isn'ta ft they can do abo it but dont tell them that es 5.1 And Away We Go! SPECIAL TASK FORCE #666! REPORT [AT ONCE TO DND SECTOR R&D. IN- FRARED TRAITORS HAVE TAKEN HOSTAGES AND ARE NOW IN CON: TROL OF THE FACILITY. ‘SUBJECTS ARE WANTED FOR QUES- TIONING. MAKING THEM DIE IS TREASON. CAPTURING THEM IS ‘COMMENDABLE AND LOYAL SERVICE of the absolute veracity of every word Randy says. [As you ean imagine, your players are ot going to trust Randy forthe time of dayeycle. However, believe it of not, the Players are going to get some prety useful Information from this thoroughly. im peached source. That's PARANOIA for you Heres the information Randy can pro vide to the Task Force * how the wizards Shape the Force, and how itis similar to mutant powers + that Randy himself can Shape the Force (only a litle — enough to speak Tongues and Read Minds a litle), * that Randy and the wizards came from a place called Dimension X that i realy different from this place, ‘that in Dimension X most humans are Senants, slaves, or food forthe Shapers (of Power (wizards), ‘that the wizards think they were brought here from Dimension X by this metaandawite deal (the TC device), and that they hope to get back fo Dimen Sion X as soon as they can find someone Who knows how to work the dealie, * that the wizards are bad, bad people, and that they'd roast you as soon as look at you, ‘ and that Randy will do anything the rice new Masters want if they will only help Randy get back to Dimension X. Randy will also have lots of questions for his new buddies *#°Do you have the Power to Shape the | We’re Off to See TO THE COMPUTER. DON'T BREAK ANYTHING. DAM- AGING COMPUTER PROPERTY 15 TREASON. MAKE ESPECIALLY SURE THAT NOTHING HAPPENS TO THE TRANSDIMENSIONAL | COLLAPSA TRON. EITHER OF THEM. OR YOU'LL BE REAL SORRY, ‘OH. AND ANOTHER THING. TAKE THE GREEN WHATCHAMACALLIT WITH YOU. ALLOWING IT TO ESCAPE WOULD BE A BAD THING. THANK YOU FOR ALL OF YOUR VALIANT SER- VICE TO THE COMPUTER AND ALPHA cOMPLex. DON'T MESS UP NOW. es 5.2 The Layout | guess we really could have just told you'to tell your players, "You go up to Episode Five Forcet ‘Whats a Commie? an evil demon? rebel humans? What's a Computer? a wizard? an evil demon? a god? ‘Oh. By the way. Don't let them kill Ran dy. Have The Computer tell them thats a no-no. He's going to be thei guide on a Title tip they'l be taking the Wizards RED. You hear a bunch of funny noises. Allof a sudden you're somewhere else Then weld go t0 the next episode, And it you're lazy or in a hurry you can do that. But i you're in the niaod, yuu cout Improvise on this seting quite a bit, 30 we decided to give you the stucture then Tet you do what you wil Check out Map 4, the R&D lab, Once again, feel fice to show this delightul piece of paper to your players. Read the description below. Not that is real sket. chy — add in details as necessary. A. The wizards: This isthe Main Testing Room. The wizards ate standing around the TC device, which has been repaired by some telepathicaly-bambootled R&D techs (more about which, later. The shaded circle (B) surrounding this area shows the limits of a Darkness spel Randy the Wonder-izard 23 2 €-G, Other Parts of RD: These rooms Contain offices, testing labs (note the craters in some of them), bathrooms, lounges, ete 'Now, whats in the RED Main Testing Room! And what's in all those litle rooms around it ‘Thats up to you. f you're ina hury, there's nothing intresting around, just bunch of tables and chat, But if you have a special place in your heart for R&D, maybe there're whole bunches of really neat experimental devices just lying. around. Pick your favorites rom the Adventure Handbook fF out other fine products. Or whip up Some from this litle suggested list of devices: ‘the AntiGraviton Neutral Thruster, Mark XIV * Greasall Friction Neutralizer * the Portable Life Regenerator * the Universal AntiTtator Seekerbot the Acme At” AllMeather Indoor Moisture-Gard™ Full Body Protection suit 5.3 The Generally Non-Optional Linear Structure of this Encounter ‘The PCs get ordered into the darkness. ‘They tumble around, They hear mumbl ing Ina strange language, then responses ‘The PCs are wansported 10 Dimension X by the Tansdimensional Collapsatron, along with a bunch of hapless RED techs, some wizards, and anything else that wasnt nailed down. To fet back o Alpha Comples, the PCs must Capture the duplicate machine, find Something to power it, and avoid geting, killed in the proces, 'Now, do the PCs want to go back to Alpha Complex? Interesting question, Es 6.1 Maps, Diagrams, and Tactical Displays See Map 5? The wizards’ stronghold is 1 small walled enclosure in the middle {Fan isolated Gilla Canse island, The sea and the feids and orchards of the island provide the human herd and its Overseers ‘with most of there food. Randy's interest Dimension X rete Tear NoNonG Ramis eiaeny Oya in English, They stumble into a lighted {area in the center of the darkness just as 2 group of RED techs have se the anten na on their TC just the way the manual Said to (remember? the manual found in Koubles-KAN’slabé) — just the way the techbot set them when the wizards were summoned here. A tech plugs in the device, and “poot the PCs are off on an adventure in Dimension X Note that all the PCs have to be plausibly within the radius of eect ofthe Cf they're allo be delivered to Dimen- sion X for the next pat ofthe adventure, Well, fall the PCs are in the darkness, in manflesh may suggest the other main Component of the islanders’ diets. The \walled enclosure contains several small stone buildings to shelter the Overseers, ‘wo large barns for each sex of humans, and a single central building. which guards the entrance 10 the wizards’ Underground quarters (ie, dungeon) ‘See Map 6? This isthe interior ofthe ‘round level central structure which ‘Ruards the wizards’ dungeon. The rooms Around the central area are separate Storerooms for food stus and common rooms for the use of the Overseers, The fentrance tothe structure from the outside is through the guard room (1). The en trance t0 the dungeon itself i through room (). The interdimensional shipment materializes in the large central all- purpose Rumpus Room (9) See Map 7! This is the underground chambers ofthe wizards’ dungeon, about ‘which, see below for details they're in the radius ofthe device. And ifthey'e notin the darkness, just increase the radius ofthe device's elec. No pro- bem, huh ‘Oh, yes, | bet you were wondering whether the device was going 0 send just the characters, or the contents, oF the rooms, othe walls and everything. Well we figure the device has been reset 10 ttansmit no object over 150 kilograms in weight. We figure that will permit the wizards, the PCS, their gear, any fairly Small bot, and a bunch of assorted tables, Chairs, RED tools and paraphemalia to travel to Dimension X, (And Randy 109, please) Real Important: Send the second 1C to Dimension X as well, okay? Otherwise, the PCs will have to bushwack a whole platoon of wicked witches and seal their ruby slippers to get home. You can embellish on the main theme by calling for a numberof Agility checks while the PCs are stumbling through the darkness (ripping ove a body, bumping intoa table — from which something falls 4nd begins ticking — that sort of thing. But don't spend too much time on this. The real fun comes next. High Tech Ver sus Sorcerous Powers. The Darkly Humorous Future Marches Forward Into the Implausibly Fantastic Past. Goblins, zombies, and other stupid stuf. ‘And no clone replacements. Uh-oh 6.2 The Merry Inhabitants of la Canse Island WE Humans The humans on ‘the island number about 200. They are frm labores, dairy, and meat herd al rolled into one. Nak ed, only semi-inteligent, and extremely primitive in culture, they resemble the humans of the Planet of the Apes series tf cinema classes, I questioned by PCS, their primary esponse is urgling, eves rolled in terror, and abject abasement at the feet of their Master (PCs qualify 3s “Masters because they wear clothing). If the PCS are looking for help from these Uys, they are Barking Up the Wrong Tee WE Overseers Randy is ofthe Overseer race. The race is endowed with all the charm, race, and ‘moral fiber of ghouls. Aside rom pre fing. manilesh to. chocolate, and ‘delighting in torture and poetry declama: tion for their own sakes, they are the epitome of every loathsone, villainous face of evil servitors in fantasy literature. There are 40 of these loible critters on the ‘sland, all in the service of the wizards, They are faithil servants, because they know the masters will ut them like a tout if.they step out of line, and they do a fine job of keeping the ihumans'in line, as you can well imagine Te questioned by the PCs, they will be quite polite and cooperative until they figure out how dangerous the PCs ae. if they get the drop on a PC. they'll jump him, then pretend ignorance ofthe whole afar I the PCs are sutaby impressive, the Overseers will nod and bob their heads lke Hollywood yes-men, agreeing to anything the PCs say and being ap- parently very cooperative. OF course, at the fst opportunity they'll double-cross ‘oF betray ther, smiling all the broader IV the wizards order the Overseers 10 attack the PCs, they do it. Unquestion= ingly To the death. The Cverseers have the Same respect forthe wizards’ orders 2: Infrareds have for the commands of Their Friend The Computer. And for similar teasons. And if the 2Cs abuse the Tite fellows, they'll whine and sneak bout, then ambush atthe st opportani- ty. lf comered, they fight solutly and ferociously; if there's a reteat route, they skedaddle ‘About 10% of the Oversers have li te magical ability, like Randy, but the on ly spells they are taught are Tongues and Telepathic Sense (ior dealing with the human herd) Therefore there will lays ‘conveniently be some litle green grubby criter to speak with the PCS. ‘Oveseers occupy the sane ecological niche as kobolds in another tamiliae fame — bacon bits for high-tech weapons, However a bunch of Overseers in melee combat with one PC could be bad news Wl The Wizards The wizards are atthe top ofthe food chain here. Everyone ves them. Just ike feveryone loves The Computer They are ‘elles from your own fantasy campaign (Cimon. .. everyone's got one living out hete on an island because they ae just too nasty and powerful to get along with decent fantasy folk ‘Deep in the wizards’ dungeon are all the obligatory monsters, traps, treasures, and wizarly wonders that you find i al ‘wizards! dungeons. We're mal hard press {2410 give a reasonable explanation for why wizards seem so fond of collecting allthis stuff, but tom a review of the Copious literature on the subject, it's perfectly clear that they a. Seems abit ‘dd tos, we admit, but, there you are. Episode Six Es 63 Special Delivery for Dimension x Our unwilling Void Voyages wil be a Fiving on Tack Nine from Alpha Com plex, The exact inventory depends an What the PCs had with them in R&D. What you lef lying around on the R&D tables or within the range of the TC ‘device's effect, and on what tickles your fancy Remember that most ofthe area of: fect of the TC device was cloaked in Darkness fom the players’ point of view. You can justify objects a large as, say, an ‘experimental combot, a compiete set of the works of Sir Walter Scot, ora small hos of cute litle serubots. Jus remember: anything you put here, you ae going to fave to live with forthe resto his adver ture, so don't get 100 cheerul I Where the Hell Are Wet Heres something to read aloud to your players. Adapt the details to include any eta junk you're trucking in Whoa. Hello Well the lights are back on, but you're not altogether certain you like the results. And it's sure not the sort of light you're used to — more like the light pro- ‘duced by a laserrroast than by Alpha ‘Compley’s ubiquitous overhead lighting. ‘And sure enough, infront of you are the wizardis), a bunch of R&D techs, a techbot, and the Transdimensional Col lapsatron sitting on a table. And a cou- ple of tables, chairs, desks and cabinets here and there look familiar enough. ‘But the walls and the ceiling look fun- ny. and they're not where they're sup- posed to be, The low ceiling is made of ‘Some dark brown stuff, and the walls look like they're made of big chunks of tock. The floor seems to be like hard- packed dirt. And the doors inthe walls are also made of that dark brown stuff ‘and oddly-shaped, too. ‘Well, something funny’s going on — but, after all, this is R&D. Whattaya expect? ‘So, anybody want to do anything? Do not meddle in the affairs of computers, for they — are subtle amd quick to anger, Pn Ahi Player responses will generally fall in- to two categories: 1. get the mizards!TC device, and 2. what's going or here” Let's ‘deal with what's going on here, because. they'll get around 10 it sooner oF later. Th this timeless moment bette all hell breaks loose, interested and observant PCs will note that ther com units are not ‘working there are no moniter, security cameras, oF athe signs of The Computer anywhere, and the room they'e in is Clearly not the one they were in just a minute ago. Anyone who comments on the possible parallel berween the orginal appearance ofthe wizards and the new Focal, or who suggests that the wizards may have teleported everyone 10 their ‘own world, deserves a Milkbone. Wie sof Pimpiain Dimension X ust the same as in Alpha Complex. ‘Oh, we toyed with the idea of not let ting the ‘high-tech stuff work in ‘Dimension X, forcing the PCs to use primitive weapons and their mutant _ powers to bal themselves cut ofthe jam. And we thought it might be neat 10 give the PCs special powers in this universe, like clerical: spells (Com ‘mune with Computer), oF make the high tech items into magical devices (a.com unit becomes 2 sont ef magical aft with such spells as. Summon Serubov. Cs who want to get right tthe action will probably go right for tre wizards. Let's Took at the tactical stution, shall err reel 64 Dancing in the Dark Here’ the scoop. None of the wizards have had a chance to reload thelr staves from hapless Citizens since the Ministry fof Truth gig. They are real low on power They have to get down in the dungeon where all their traps and manstes pro tect them. At the moment they only have ‘one Protection shield up; thas the only currently operational spell The PCs have lots of options — deadly for subduing weapons fire, charge and ‘melee, parley, use mutant powers, run away, make sanity checks, ad s0 on land you have to be ready to imprenise in response In general, the wizards will respond with ene round of combat, Darkness, and bellowing for guards, followed bya quick retreat tothe dungeon withthe TC de (obviously a powerful magical atact they want t0 add to their collection for study and as a conversation piece. If any (ofthe wizards have been losin action 6 Hit Point? Rat's ~ Hit Point? Darkness, grabbing the TC device, and ducking into the dungeon are the prio ty activities Inthe thi round, two Overseer guards will run into the Darkness, shouting and hewing and frightening everybody alo. lr the PCs manage to block escape in- tothe dungeon, the wizards will enter a side room and try to sneak around tothe uardeoom, then outside. Then they can Chatge up their staves from the human herd, come back in, and push the PCS aide on their way to the dungeon. In the interests of teatig the players to the above-ground setting, you should discourage immediate PC pursuit nto the dungeon, Otherwise they wort get a ‘chance to chat with the humans and the ‘Overseers — a shame to waste them, The best way t0 discourage pursuit is to create confusion about where the wizards went. Ina magical Darkness this Shoulda’ be tough — los of yelling RED techs and Overseers all around, sneak: ing wizards, and nothing to se. Another way is to pour a bunch of ex. tea Overseer guards in from the outside ‘and charge them into the PCs, keeping them distacted, Or have the human herd get excited by all the noise and make a big racket, enticing the PCs to imestgate ‘Go ahead. You can handle it. I The Ground Floor Here’ a brief description of the con- tens ofthe rooms and their status as of the arrival of the Alpha Complex Transdimensional Express (map 6). Note that all rooms have nasty piteh torches in Sconces next to the doors and at intervals around the room. Unless. specifically mentioned in the room description, the torches are not lit and the rooms are in darkness. The ceilings are thick wooden bbeams and three meters high 1. Guardroom: Four lit torches and an oi lamp on the table light the room. Arm ed with swords and dressed in padding four Overseers seated at stools around 3 Orcbusters trestle table are playing a card game calle fed Kick the Meat, The pot on the table Is quite large, and two Overseers are wary ‘about leaving it untended when the alarm is sounded. The other two run into the Rumpus Room and start swinging wild Iy io the dark with their swords. Also in the room i large locked cup- board with 10 swords, 10 long spears, 2 few whips, and 25 ses of manacies There are also some other tables and stools for Smashing and hiding behind. 2.Common Room: This the Overseers’ ‘Mess — an unusually apt term inthis con- text Like all Evil Servitors, Overseers are fond of stiong drink and unfettered glut- tony. Like all Evil Wizards, the manage- ment is not offended when the boys tear the place up a litle, throw food around, {and whack on each other Every night. “There are no words in thet language for ‘lean or “tidy.” though there are 20, subtly differentiated words for retching Quite litle culture these fellows have. 2a. ia fireplace ust thought you'd like to know. 3. Food Storage & Spring Room: Lovely fresh clear water gurgles up in a litle pool, cooling this room where dried meats, dairy products and other Perishables are kept. Ths stuff will give the PCs a class IX case of the tots 4, Food Storage: Lit by four torches. Dried vegetables and grains are kept here. An Overseer is supervising three human laborers soning grain. 5. Dungeon Antechamber: The trapdoor to the dungeon is made of iron reinforced hardwood. The sturdy lock (opens with keys possessed only by the wizards) re- quires. a. “desvoyed”™ result on. the damage table to open the door. Don't forget: the Darkness thrown by the retreating wizards will make finding the trapdoor difficult 6. Food Storage: More grain. Two rat. Do ‘not make the rats into cute litle cartoon characters, 7 Weapons and Dangerous. Tools: Spears, swords, shields, and padded at mor are kept in here along with hoes, rakes, and other implements of destruc tion, Wouldn't want the human herd to fet into these things, would we? 8. Workshop: Very useful ifthe PCs want to make a piece of crude furniture oF something ‘9, Rumpus Room: Lit by eight torches, ‘each next toa door from the room. The PCs arrive in the northern halt of the room. The wizards (A), R&D techs (B), techbot (©, and duplicate TC device (ca. fied by the wizards), arrive inthe southeast commer Peis She Alla techs knows i that they were stu dying the TC and its manual ound in Kouble-FKAN lab when these Infrared. came in carrying a second TC and bordered them to fx it. They showed pro- per identification that indicated that they were High Programmers in disguise, so the techs immediately set about the task with the aid ofthe lab techbot (Note:The wizards massaged the techs! minds litle and “convinced” them they had seen the proper identification. Once they had picked the Psion techs mind lean, they caught on fast) The techbot isan anthropomorphoform (gee, aint that a swell word made up) bot with two legs, two ars, anda rather ‘oversized head burdened with lots of sen- Sor equipment. One arm has. fine manipulator, the other arm has an array of specialized tool for electronics work ‘The video sensors are in color with stereoscopic and telescopic vision. The bot can be operated by an elaborate joystick system, a detachable module ‘mounted on its back, The power source is propane burner and a standard gas Storage tank, which now contains only ‘eve hours of gas. The bot also has a ther standard chassis and peripheral features (Note thatthe bots propane burner is the logical power source forthe TC need fed to return the PCs to Alpha Complex, Keep track of how many hours the bot in operation; if t runs out of power, the PCS could be in trouble. All the tools necessary for adapting the propane bburner are fortuitously on the table with the 7C) “The techbot and the four RAD techs are at the PCs" disposal for the rest of the ‘adventure. They are unarmed and unen thusiastie about combat duty, but they ‘can carry gear and offer clever sugges tions when the GM needs @ hinting mouthpiece. The techbot can be quite useful, also, but aot for combat duty, noe is it very agile in the dungeon, Lost: Citizen amsiuering to the Episode Seven Pes 4S FA The Dungeon x Grab Map 7. Dont let your players see 11 "instead tot out some graph paper and make them map. Boy, won" that ‘make ‘em nostalgic Inthe descriptions below, unless stated cthervise, assume the following ‘All rooms and corridors contain unlit Torches in sconces next to each door or portal and at odd intervals along the walls. This isthe only illumination inthe dungeon — smoky fetid, flickering, and ddim — and the PCs have to light it themselves, * Corridors are 3x 3x 3 meters and cary fd from the bedrock, * The rooms themselves ae of varying dimensions and carved fom the bedrock (dwarven work, if you really must know) Unless otherwise specie, ceilings are 3 meters high * Poor housekeeping leaves the floors quite a nasty mess — and somewhat revealing about trafic paters —if the floors are closely scrutinized under ston illumination, Torches do not qualiy as strong illumination, See india oom for details + Placed somewhere withinthe dungeon (thats whenever you want hem) are the Medicine Cabinets of Extra Healing Remember? No. clone replacements. Gotta keep the boys alive So they can make it tothe thlling conclusion) These Contain a one-use Wand of esurrection, Todine of Healing reduce a. living characters wounc-leve! by one — three uses), a styptic pencil, and. chapstick Randy knaws how to se this stu Es 71 Why It’s a Bad Idea to Go Poking Around in Other People’s Basements This delightful 3 x 3 x 3 meter cube Cf semi-sentient jello is essentially. 2 lumbering living ult door With jello for byains, you hardly expect scintillating Conversation: in response te any speech, the cube forms a sort of mouth in the center of one cube face, purses huge soppy lips then sputers afew unintellig bile syllables, covering the PCs with slimy jello — raspberry, of course— atarange fF 10 meters, The passage shows abun: dant and noisome evidence of this fauche social gate — dipping slippery, nasty slime that listens evily in dim light. The slime isn’t dangerous or toxic just revoting When addressed “Schlooooaop:” the cube slides forward and left into the recess, permitting passage. Randy knows the word and how the cube moves, but will not volunteer i unless pressed — Masters don't like Randy to: show to0 ‘much wit and he has gotten inthe habit Of pretending to know nothing Once the cube has slid forward, the PCs may proceed — but the cube is prety smart fora mass of gelatin. It recognizes the PCs as intruders, and sides toward them {0 tap or engull ther. Since it menos ata soll (2 meters per round, PCS capable of sprinting can zip past it bblore it blocks the passage again or pins them against the wall Howeves if ary PC hesitates, cannot or daes not sprint, or is mote than 30 meters down the corridor, the cube swallows him up, ithe cube has recopized the PCs as intruders and reblocked the passage, or ifthey ae belligerent by disposition, they ‘must butcher the jello o go forward. Ths isa real turkeyshoot, of course, given the Timited maneuverability of a mound of jello, but the PCs might have to expend some valuable weapon rounds or risk ‘weapon mallunetions Inside the jello are the remains of several inctedibly dimavitted intruders. As you might expect, their geat is more sgruesome than useful. Any tease you toss in here ought tobe poisoned, cursed, ‘or otherwise aliailty — perhaps the sort ‘of thing that might get an adventure kil fed by sich an unprepossessing monster IW Room 2: The Lever Room ‘All dungeons have nice levers t pull — which generally result in te ceiling falling in or something else wonderil. In this case the levers simply open doors, but behind the doors the PCs ice... the Lady or the Tiger "There are two levers on the west wall, cone for each door. Pulling lever causes the corresponding door to open; when the ever is pulled al the way dawn, the door opens, then the lever automatically springs back to the "up" position. The door self 3 substantial stone slab that is drawn ponderously up and down by 2. weightand-counterbalanes system dwarven work again! clatinous rectilinear solid ‘engages in witty repartee with ‘clones. 28 ‘Ves, that certainly does look like x frument em ~ Where"d you find ite The Lady Behind the lefchand door is The Lady. The Lady isa pulchritudinous siren scan tly clad in @ diaphanous gown. She is either lana (blood-sucking vampire) or 2 succubus (soulsucking. demon) frankly there’ not much difference Her attack is somewhat less. than precipitous: she ambles over, vamping and posturing ina suggestive fashion, un tilshe can sile up oa victim and chew n his neck. Normally her pheromones “ave the victim helpless to flee o ess, but Alpha Complex Citizens are proof against her biochemical wiles, and are free to zap her or evade as she saunters actoss the oom, ‘Sho never moves faster than a walk, so she is easy © evade, Zapping her's another “matter, however; teat her ‘magical corpus as five shits let on the ‘damage chart against all weapons and attacks. Inher atack succeeds (75%, once she sets next to her vitim), the. victim Swoons and falls into a deep coma, She'll then try to drag the body back into her closet where she'll fast fora bit. Only the finest medical facilites of Alpha Com plex can save the victim, so rescuing the body means toting it around for the rest of the adventure, The Tiger ‘Behind the right-hand door i the tie. Me. Tiger deploys at sprint speed and makes two attacks with melee weapons {js paws, or both — ply it for theatrical elfect) at 75% on column 9 on one vie tim per round. Me. Tiger i serious tru bile indeed for some hapless Citizen. It is up to you whether the tiger surprises the PCs (therefore making it across the room to get in his two atacks before the imissilefite that rips into his toro), or Whether the PCs can scotch the criter before it ets is claws into a Loyal Citizen Behind either daor the passage con tinues on through the dungeon, Randy knows only about the Lady ~ the pastage the wizards always take — and he doesnt know she's dangerous. The Lady never touches the wizards, and Randy — well, he just n't her type, | sues. Room 3: The Doorward and the Riddle AA single low poral opens in. the southern wall. Above the poral isa wide helt, upon which sts the Doorvard. The Dorward is your basic gargoyle — over ‘wo meters tal, leathery Breenish skin, long clawed hands, a toothy misshapen head with nifty lite horns. Its powertl arms bear an enormous magical sreatsword. ‘The Dorward aks a riddle of ll who ‘would pass thiough his portal. Unfor tunately he asks the riddle in his own crude language, which no one on the Island But the wizards can understand, The ridle itself the PCs could unders tand it, oF if they have some telepathic Commie mutant with them, is 2s crude and simple as the wit of the Doorward: ‘What's Big and Green and Nasty and Hangs Around Doors?” Any answer other than "The Dorward” isan excuse for ‘ome mayhem. (OF course, even ifa PC ‘were telepathically able to understand the fiddle, he couldn't answer in Door wwardspeak The Doorward mumbles aggressively when the PCs enter then listens intently fora response. He repeats, then listens ‘again. Pretty soon he gets impatient and begins to shout the ndle over and over ‘again, For example: Doorward: Hongenoust opporton, buck ‘mo pick mo googy mo porken, actor hhubne PC: Say what? Dorward: Hongenoust opporton, buck ‘mo gick mo googy mo potken, actor hhuhne PC: Look, bozo, talk right or we'll toast you, you filthy mutant Dorward: Hongenoust opporton, buck ma pick mo googy mo porken, actor huh! PC: Sure, and 50's your vat mate. Dorward: GRRRRRRRRRRRR! Randy has heard the riddlelpassword a ‘thousand times, bu since he doesnt have toknow it, he hasn't remembered it. He'll stand around all day’ making noises \aguely ike the password, protesting that hfs sure to get it right any second now. anyone tries to pass through the por tal without the password, the Dorward tries to whack him with the big sword 175% melee weapon, damage on the th columa). He can only swing once per round, and three characters can Zip through’ per round, so there’s a fair ‘chance the PCs could get through alive without fighting the critter (And PCS ‘could crawl through the portal, reducing the Doorward's attack chance to 25%, but only one guy goes through per round.) they fight, things get icky. The Door ward is magically protected against all but ‘melee weapons. The definition of "melee sveapons” i as fllows: ifthe character's hand (or other member is stil clutching, the weapon when it comes into contact ‘withthe Dorward, itis a melee weapon, There's also the tactical matter of fighting against something hanging from a shelf above you. PCs suffer a 25% penalty to their attacks unless they scram ble up on the shelf with the Doorward {00m for only one more mar sized com boatant). And Me Doorward has magical leathery skin the equivalent of three shits lett on the damage table. Note: the. Doorward’s sword is a pluswhun” magical weapon; such will bbe usetl later in the adventure. Randy 's a litle hazy on this “pluswhun” ‘weapons business he's envesdropped on the wizards from time to time, but he oesn't really understand. Ifthe PCS kill the Doorward, Randy will suggest thatthe sword be brought alongs "Hitthith might come in handy, mathterth — thumtime reed pluthwhun weapon, yeth, thie, thavth) right, pluthwhun, thatth the ticket Room 4: The Water Elemental WV the PCs enter this room without a light, how about somebody tumbles in- to the water? “The east end of this room is a small platiorm that overlooks a room full of ‘water. There is apparently no other ext The water 's over three meters deep. Randy ‘ays that when the wizards ‘come through thatthe waterall stands up in the center. Then you walk down the steps (revealed by reshaped water, hen proceed across the dy floor ofthe pool to poral inthe westside ofthe room (nou concealed by wate). Randy hasn't any idea how this trick is done; the ‘wizards go waveave with their rods, and the water stands up in the center “To proceed beyond this room, the PCs have to get into the water. Improvise the results to delicate electronics and mechanical devices. Gut that's only 3 ‘When two or three PCs get out in the water tsuddenly recedes from the walls and forms into a huge iregular cone in the center. The cone has big eyes, bulg- ing nose, and glistening red-blue lips. It speaks — unintellgibiy, of course, in ‘ater elementalspeak = waming the PCS to leave before i gets annoyed. The PCS ‘may get the idea from the preemptory tone if you play it right, Then the water elemental stars to ‘pound on the PCs. slaps each PC inthe room with a watery pseudopod once teach round (50% melee weapon at col: ‘umn 5 on the damage chan, ignoring a mor effets). For attacks on the water elemental, use the special armor chart on the GM Sereen. ‘One thing will protect @ PC from fur- ther atacks: once the PC has burned the water elemental with a torch of other arctan) wet. source of lame or intense heat several Room 6: Killer Penguins Staging The Penguin Summit Talks weapons fit this category. the water ‘When the PCs ave onthe plttorm, Clement willeme tstoneandconcen- This om is very cold filled wih ye penguins notice tm, hud. and trate on the other victims water and has two islands on ether side each faction sends an emissary plunging Saging this should be lotsoffun. Each ofthe room covered with snow and ice. to) the watel, rocketing along and watery pseudopod slaps PCs around, lowering at each other across the water Shooting gut ofthe water like 9 torpedo suring they tossing then mt the Petawer he sland ve dozen of mar Goan ty at the fet of te PCS The vals Iiting them and smacking them . is enguins on both islands ate shoutn {zzinst the floor pressing thei faces ine These ae the Exen More Dreaded Pst pare! ace! We comein pence! tolitle poo's buffeting anc jaring Pcs Emperor Killer Renguin variety nat Only pease greet ur emissaies wit ul ste asthey scramble forthe exit Agility and _3#€ they Dlood:hisy, ferocious many jyonort” (Hopefully this, and the odd fact Sheng cherkcmay he inenliyseatied eer, they have a voracious hunger for hatthe penguins speak, Enpions wll about i failed, PCs may crop gear or political power through ruthless and Jeter the BCs from inating hoses Stumble over one another if passed, Machiavellian diplomacy Wnt, well the penguins ae rests, and few indiklusigmay bie o kes, The Key to geting trough this room ot wll the penguins etal and ing. dragging a pal against the butting 21ve is slful and shrewd plo (of negotiating a good treaty) of the enraged elemental. Any NPCs Teroutetothe nextroom isthrough the The opening pitch of the tO am should panic, screaming shly, running RybmerBeel poral in the sour wal hassadors goes ike this don't et the PCs moun and generally adding 10 the icon othe fercely terol engine 8612 WOH! In edgewse Tit ook lke the PCs are not handle Willinitiate an atackby both poltical fac- Penguin 1: His Most Serene Highness, ing this oo sell ave key tebe ons matched. in intensity only by "Splash ofthe Sovereign andindepen: wiped out or decimated, the water Pifanha or sharks in feeding frenzy. dent Island of Splish. sends you ce eco Seca, the water forty penguins (20 per faction) attack greetings, O vistors of uncertain but When approprate,itcan ghe a big sigh, inthe water where they move a sprint almost certainly fearsome powers throw a last ineffective round of weak $26¢d, and PCs can only move at walk Penguin 2: Out of my way, buzzard punches atthe PCs then slump back to SP6ed while sruggling to avoid drwn- breath {bring you felicitous salto Meonginal nowsestien ome sears, IR Penguins cannot be attacked with tions from Fishille, Emperor of All seed ool most weapons while they are inthe water. enguindom, Kingo the Scepted isle and concussion ftom explosives hardly of Splsh. we may without ending I Room 5: The Slathering Feb are most vulnerable indech thetic usages OK Hound of Oxidization penguins” estimable choppers aftack as Penguin 1: Cut ihe cackle. | saw them Maybe you remember a neat creature melee weapons on column, and upto fist from” Other Game" that rusts Sixcan attack single floundering PC at Penguin 2: You didnot! The door can be everything It touches? Some fun, huh? atime Seen equally well rom both islands, right! You can The PCs climb a stavease info’ a "This can be a prety short adventure __ rebel seu! have Belgium diamond-shaped room. A playful red unless the PCs can swinga deal with one Penguin 1s (Turns to PCs) You see what art Holla Ta bloodhound capers aroune the room, ofthe penguin acions: the PCs can ally" theyre like! They're ust impossible, 2nd, Holland in \woofing and bounding. sltbering up with onetacton, that faction willeomoy Penguin 2: Heretic! Usurpet. Rebel, and we'll Storm, obviously tebly excited bythe the PCsto the underwater portal, aiding agains! yur legal avergn' Pray you, {ake Denman Visitothe PCs. He won't come dawn the the poor swimmers, and perhaps even sis help us destoy these knavish 2nd Sweden in Stirs because of the water but he waits carrying some equipment the deal = regcides, who dore to teke arm, “05: Sheesh it's only a game eagerly at the tp ofthe tars fr the PCs The slobber ofthis adorable, friendly hound has the unfortunate property of rusting and corroding ary. metal it touches. Prudent PCs. will be disap- pointed when theie beam weapons and plasma generators have no effect on its ‘exuberant, clumsy affection; it has a ‘magical resistance to missile weapons like the Doorwatd in Room 3, so the PCS will have to choke, hack, or clobberitto death to avoid having their gear turned into usted uselerseerap, One PC i the principle victim the beast leaps up, slob- bering and licking everything which im- mediately rusts. Ary PC within two meters is struck by random globs of spit fassorted minor malfunctions and rust damage) as the pooch enthusiastically whips his sopping jaws about in joy at having a playmate, ‘And how about any bots slong for the ride? The details are left ta the GM's im- prewisational genius, ‘Animal loves will probably try 10 avoid offing the mut; at your discretion, one Gedicated PC can distract the beast by playing fetch the stick while the other PCs slip pas ‘sweet enough, against their king! In the name of 29 30 Pr ee legitimacy and all that is holy (Shoves Splish emissary into water) Penguin I (emissary surfaces and sput ters from the water) Rebel, baht You ‘popinjays decide that some ritwit is Emperor and suddenly i's do this and do that Penguin 2: Stop it Shut up! Penguin Liberte! Fgaltet_ Frater. glob, (Splash emissary dives in- to'water and they begin to fight.) (Once the PCs have made it clear that they desire to trae through the 100m, leach penguin will dash back tos island forsee what they can offer the PCs and what kind of treaty or aliance they can fceept in rete Sooner or later, ifthe PCs offer either «treaty which supponts the sovereignty ‘of one faction’ ruler (of Title practical ‘Value, bu worth a great dea in prestige, for a weapon of item of value that will Substantially increase the power of one faction, that faction will ally itself with the PCS and convoy them safely through the water to the submerged poral. The ‘other neglected faction will paddle about fiercely and shout epithets, but will not interere. Room 7: Ye Olde Floor Trick The PCs are walking along and the floor drops out beneath the fist two oF thre. They make dificult Agility checks. Some of ‘em miss, Thud. Thud. Trump. WhhhumP! — the floor swings closed again. The poor PCS are trapped in the fetid darkness. ‘C'mon. 1's no big deal, All there is at the bottom of the trap are some old corpses and a bunch of junk. And the hinged floor is easly swung open again if there're two or three guys stil up there Getting 3 techbot out of there is a bit of 2 challenge, but nothing extraordinary. ‘The neat part isa the treasure. Heres where we decided to stickall the scrolls, potions, and magical rings, scattered in the debris and noisome remains. Right before they'd be needed in the next oom, Pretty cheesy, huh? Here are descriptions of all the loot. Think of as a sort of benign cache of R&D experimental devices {By the way. I's a good bet that none ofthe characters will nother ta search the tvap. | mean, who would expect to find anything useful in a PARANOIA ‘dungeon, for heavens sae? So maybe the magic tems ought o glow, or something Think it ever) + Small Greasy Brown Crock Stoppered With a Tightly Wedged Rag and Crumbly Cork (the Healing. Salve: ‘Almost empty, two applications let, of a salve that cures all wounds =A Battered Scroll Case Containing Two Parchments: One isa magical scroll in scribed withthe Protection from Walk- ing Dead incantation. To use the scroll inged Orcbusters is SH ‘one need only run his eyes over the script and the words magically are made ine tellgible. The reader knows the incanta: tion, but after he speaks i aloud once, the incantation fades from memory. The cother scroll is a map of an unnamed ‘dungeon complex; just yank a map out ‘of some other fantasy roleplaying product Spd show ito the PCs. you players exer return to Dimension X, you can use this 35 your hook * Small Yellow Gold Ring: Elvsh work, Inscribed in runic letters visible only ater intense heats applied tothe ring. Turns the bearer imisible when wom. Too small for any of the PCs, but would fi Randy pertectly How could we? Have we no shame? You have to ask? “Little Glass Vial Tightly Sealed With War Sealed Stopper: Potion of gaseous form. Turns the PC into 2 gas. Unfor tunately doesa't tum him back into a Solid later, Guess you'd have to call this 2 poison or something, "A Tiny Silver Dagger. This is a ipluswhun” weapon — real useful agains the specte they'll encounter in Room 9. Room 8: The Wandering Monster Ready Room Akobold, a trogladyte, atoll, agian alizardman, and a giant toad are sting around the Wandering Monster Table in the Wandering Monster Ready Room, playing Hearts and scarfing up junk food. ‘An hourglass i sitting on a neat table, almost empty. The room contains six appropriately sized pallets covered with Skins and furs. They ae having las of fun land making so much noise that the PCs ‘nil ear therm all the way dawn the hall from the Old Hinged Floor Trick. They can sneak up and observe, if they've a mind to “The creatures laugh and chat, gestu- ing and tossing down cards. Then one points at the hourglass, and all the eit ters cut the cards to see who has to go ‘out wandering, The giant loses, grumbles Bhat's short, __ green, and gnatoing = "om your leg? ‘ood:naturedly, picks up his club, and Aambles down the corridor in the dec tion of the PCs. “This isa straight ahead dungeon con- frontation, The giant will probably turn ble onto the PCs fist, then sound the ‘alarm, after which he will be joined by ihe other tive monsters. They ight to the death in traditional fashion, oF Tun aay, for stand and jer, according to your taste Indungeon conflict. See GM Screen for stats) I Room 9: The Hall of the ing Dead ‘en zombies shamble toward the PCS, ‘waving thee deteriorating arms and mur uring. All they want to dois grab the PCs and hang on, sort of like ar overly affectionate companion. Though not par ticularly durable, they are real persistent While ‘being hugged by dead Buys, reduce a PC's skills by 50%. regular damage tables for PC at tacks against the corpses, but ignore any result other than incapacitate, kill or vaporize. Use the hit location table to Tocalize the damage, then, any location incapacitated or killed is severed osha tered from the rest ofthe body; a subse- {quent hit of any kind is needed to destroy ITA vaporize resultinstantly destroys the Jocation. The rest ofthe body continues tinafected, The parts keep trying. get chummy with the PCs, but the deteriorating condition’ of. their Tocomotive resources will limit thelr mobility In the middle ofall this euckus, the spectre enters. This sucker Is insubstan- thal therefore not affected by any normal weapons. The PCS need" pluswhun ‘weapons, as Randy will quickly sugges. W the PCs have. picked up magical ‘weapons from the Doorward or the Old Hinged Floor Wick, they're in good shape; the specie will withdraw fom Such weapons when brandished, and one PC can hold the spectre at bay while the others take care of the zombies. ‘Otherwise the specte is going to pro- ‘ceed toward the nearest character, floating ata walk speed, and fel him with ite icy Brip. A touched PC (95% melee atack, wound or better result falls into 5 deep slumber, from which he can only bbe asakened alter three days ‘At one victim per turn, this dude has a good chance to wipe the squad unless the PCs get their act together Unless they havea “pluswhun” weapon, they've got to dodge or eliminate the distraction of the zombies and outmaneuver the spec tie: even then, they ae likely 10 lose a fet PCS or NPCs. they are well supplied with tac nukes field weapons, or other Popular area effect goodies, the zombies '€ no problem, though you may want to make their lives a living hell for using powerful weapons in an enclosed space I Room 10: The Library and Breakfast Nook Oh, oh, oh! Wait! We almost forgot Read alot ‘You see lots of books and manuscripts fon shelves. There's a black guy with tusks and an ugly snout crouched over with his back to you. He wears an apron and i sweeping up crumbs with a dust pan and brush, He starts, urns, sees you, squeals in terror, dropsthe dustpan Ind brush, and dashes into the next This is your oFc. Go get im. He has no combat skills — he’s just a housekeeper. He runs and hiles ina float tank inthe next room. Like shooting fish ina bareel Orcbusters, indeed. Good work, men. In the library (A) lots of scrolls, folios, stringtiedmanuserips, and. leather bound tomes ae stacked on shelves. Ran- dy can read about 10% of the parchment data storage here. The fst 10 legible les taken at random are: Budget TavelCuide to Lemuria The Sworn Book of luther Pendrake In Search of Ancient Astionauts Popular Mechanix Guide to Home Thoumaturay Deities and Demigods There and Back Again The Cursed Spelltook Conan the Librarian Real Wizards Dont Eat Little Women The Cursed Spelibook is instant death to any who view its pages. Nasty, hunt The interesting. partis the breakfast ‘nook (B). On the table isthe Tanseimen: Sional Collapsatron and the operations ‘manual, with a litle note trom the ‘wizards. Randy can translate or the table can talk, oF something. (Cimon, loosen up) ‘You guys are bad news, We give up. Here's the dimensional travel dealie, "Now beat it. Don't come back. We're warning you. You got lucky so far, but js as soon as we get back from vaca- tion we're going to summon some Serious vampires and demons and stuf Then you'll be sorry. Cordially, ‘Skiber, Chodor, and Phermud That's it. Now the PCS have the TC device; they can go home ifthey want to {and if they can figure out how to power iRand set the antennae according to the directions inthe manual ~ about which, see below) This isthe equivalent ofthe bedroom, but the wizards don't Fave a big wardrobe, don't take much can interest in their personal appearance, and don't Laas (Na sleep in beds, Instead they sleep in float tanks — you know, sensory deprivation tanks? like in Altered States or the New ‘Age magazines? The PCs should have no idea what they’e for, should assume they're potentially dangerous, and should stay away from them at all costs, The only thing of interest here is the secret door in the south wall. Not even Randy knows about it. And the PCs cart find it unless they have the Detect Secret, Passages skill Which they dav ne you're playing a prety weird PARANOIA Yariant) Except fr the three sets of dity footprints that lead up to and disappear ito a wall it dawns on the PCS that thisis implausible (and after ll the weir ness sofa, it may not seem very odd) they are welcome to bast the secret door to smithereens. and follow the secret passage Which goes a long, long long way uni it comes out atthe edge of the island where the wizards had a litle sailboat Stashed {a 50 oot yacht, actually) which they have boarded and sailed off fora lit tle vacation cruise ‘es, the wizards are gone. Nowhere in sight Not much the PCs can do about it either. They can wander around the island blowing things up and slaughter: ing the natives, bu, exceps forthe intrin sie pleasure of wanton destruction and mayhem, there's nothing let to do but {igure out how to return to Alpha Com= plex — or decide that ite on ths island Isn't half bad after al Ee 7.2 Getting Back to Kansas "Now that the PCs have the TC, all they have to do isto set the device up accor dingto the manual, find a power source, and plug tin. Back they go for debrieing ‘A power source? No. problem. How about the techbots propane engine? Or 2 Couple of weapon or com unit power packs? All the tools are Iving om the table ‘here the RAD techs fixed the TC plug, And if the PCs havent been too cavalier with the health and welfare of the RED techs, they can be ordered to do all the work’ Even ifthe R&D techs have been Used as ballast or fed 10 the killer Penguins, the PCs can do the work. given Plenty of time and persistence, for some reason the PCs have manag. cd to lose, foul up, or destroy any con Ceivable power source for the TC, then Randy can show the PCs where the Lightning Bolt wands are hidden, Just ike Randy says, you just stick the wand next to the plug. say the magic words, and ‘prestot This can be taken as a. plot device to get the PCs back to Alpha Com plex, or an excuse to Blow up the whole ‘sland and start a GHOSTBUSTERS ‘campaign "And, ifthe PCs manage to lose, foul up, ‘or destroy the TC device (or fthey don't Use the manual to set up the TC device F'm sorry, That spell is not = available at your experience letel, antennae correctly), here's way to send your PCS on a grand tour of the multiverse. Randy knows where. the wizards keep their spare Amules of the Planes. There just happen to be enough for weryone — Randy, the R&D tech, whoever Randy tells the PCs how they work, This is toughly equivalent to my telling you how toilya Boeing 727 Dort be real Surprised if it doesnt work ext lke Randy planned. Who knows where ‘everybody ends up or in what condition. Maybe everybody gets tuned int rabbits Did you eer play Bunnies and Burrows? Now theres a roleplaying game You Can't Go Home Again ‘And suppose the PCS are rane too ‘age to return tothe bosom oftheir com Imai to Te Compute at oes them Fine. Let them settle on the island “There's nothing on the island to build a boat out of, even i they ness heaw to build or sail one. The wizards are taking along vacation, Nota lot of adventuring ‘opportunities — you can compress the action prety effectively. PC: Well, we go out looking for the ‘Oversees, GM: Ummm, sorry, they come looking for you. Crawling on hands and knees, ‘They offer to serve you fonver and fever They offer to kill thenselves if anymore PC: Well. Okay. We teach the hemans al the ‘refinements of culture and technology. GM: They seem teal excited. You are ‘amazed at how stupid they ae. They rhever get bored. Not do they learn anything. But boy are they excited and Cooperative PC: We biow up stuff until we run out of GM: Yup. The island smokes for along, (Long paused PC: Okay. We get Randy to teach us ‘magi. 31 2 GMM: Really? Randy? Hon many of you se before you suspect that this srt 2 good eat So you retire those characters for a while, Who knows.» maybe by the time we have a fantasy supplement for PARANOIA, ill be time fr the wizards to return tothe island and offer to take ‘everybody on a big adventure. Something about hunting for some fing. Or taking care of some guy named Conan. Or James Bond. Something like that. Yeah. That’ it That’ the ticket Debriefing Unless the PCs get the TC device, you don't have to worry about this. No Alpha Complex, no debriefing, Sounds good would get this unhealthy impulse out of his system, West Ken Rolston, previously renown throughout Space and ten desis fr TOR rel Charon, one ae ace tue, designs. and tore ‘celebrated for his. acknowiedgedly sociopathic work 35 ‘Shepherd of West End's award-winning and undeniably biliant PARANOIA universe; after a seizure of nostalgic hhubt To tell the truth, | never did like those debriefings — all that whining and froveling, then you have to give Com- mendations and Treason points and ex- cute folks Bunnies and Burrows sounds beter al the time But if you absolutely have to let your players get back io Alpha Complex alive, i’Sonly fair that you reward them forall the dificult and dangerous work they've done, for their ingenious problem sok ing, and theit cool, protessional perfor mance under impossible circumstances. ‘award them each 32 Commendation points. Promote them to Indigo Level And transer them to the Armed Forces Service Group, as per special request of the White Commandant, or assignment toa newly-created special forces unit the Vulture Squadron Power Armor Warriors After an extensive and grueling training Period "(which either ‘enhances thei Already formidable combat skills or kills them so you can start your GHOST. BUSTERS" campaign), the former Special Task Force #666 graduates, just in time for a special assignment. The Computer, eager to exploit the capabilities ofthe Fansdimensional Co: lapsatron, and concerned about the threat presented by Commie mutant traitors and saboteurs irom Beyond Space and Time, Sends the new unit back tothe scene of its most recent tiumph,seting the stage Orcbusters by Ken Rolston Where ya gonna crawl? With a blinding flash of light, the strangers appeared as if from nowhere in Alpha Complex DND Secto Sinister black robes. Pointy caps. Treasonous moons and stars all over the place A wave of the hand. * Poof * Innocent Citize explode or become assorted barnyard animals. Dh Sector laid to ruin. Can your small band of hardy PLC supply clerks capt the deadly Commie mutant traitors and Randy, their ‘ooling, green, scaly cohort? Sure. Why not? | mean, if a pair of scruffy hobbits can dump a ring in the Crack of Doom in defiance of the most awesome heavies in Middle Earth, then this should be a snap. ircbusters — Wizard Whacking in the Service of The Computer. ‘ORCHUSTERS —a 32-pane PARANOIA dungeon Caw) for 2-6 clones and a gamemaster, Includes gamemaster

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