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Weed World

An adventure for 4-6 Mutants Level 1-3


Gary Con 2011
SCENE 1: leave your tents, you see that
VINES GONE WILD overnight the grass bordering the
*** Centuries ago, the Ancient World village has grown from ankle to chest
ended in a swirling storm of nuclear height. The trees are now nearly taller
fire, toxic bioweaponry, and global than you can see. You feel as insects
upheaval. But life survived, albeit must in the overgrowth.
changed and warped. Mutants and There is a thunderous CRACK
humans live side-by-side in the ruins nearby and the ground shudders.
of Ancient civilizations. Twisted Screams pierce the air.**
creatures roam the radioactive wastes,
and poisonous storms scorch the Explanations aside, two monstrously
lands. This is the Mutant Future in large Mummy Vine plants have sprung
which you live. up on the northern edge of the village.
You live in a small village (more like a Their vines are as thick as a man's thigh
permanent encampment) on the edge as they slap and swat at the villagers.
of the vast Sinatti Woodlands. Most of The vines are covered with thorns, but
the survivors here scratch out a living the vines are still young and have not yet
through farming and raising developed the mind-control toxin
spidergoat herds for meat, but you normally associated with Mummy
supplement your meager earnings Vines. But they will attempt to grab and
through scavenging any ruins and subdue any victims. There are four vines
structures you come across. You've swinging around; each takes 20 points of
sold a few good finds to traveling damage before severing. There is a
merchants and fortune hunters, brain-like root bulb that controls each
keeping the best weapons and gadgets plant. If the PCs attack that, it will die
for yourself. after 10 points of damage done.

The villagers have become nervous as Giant Mummy Vines (2) (AL C, MV
of late as the foliage and underbrush 45' (15'), AC 5, HD 6, #AT 2 (clubbing
marking the edge of the village's swat), DG 2d4, SV L4, ML 12,
border seems to have become thicker mutations: none)
and taller in recent days. The plantlife They all have 35 hit points.
grows fairly wild in the forests and
thickets, but there's an almost VINES:
perceptible encroachment of the flora 1 20
regardless of the amount of threshing 2 20
and cutting back the villagers do. 3 20
4 20
Equally mysterious is a weakening
illness that seems to have overtaken BRAIN BULB:
the young and elderly. Several smaller 1 10
herd animals seem to have perished 2 10
from the illness as well.
The vines will continue their attack until
You wake the next morning to startled killed. The villagers will huddle and hide
cries and gasps of surprise. When you (generally worthless to the fight).
SCENE 2: Zorrak points them in the right direction
FOLLOW THE BLACKTOP ROAD and off they go.
-=-=-=-=-
Once the rampant plants are dealt with, As the PCs walk along Us-Four-Two,
Zorrak, the village leader approaches they realize how bad the overgrowth has
those who fought. gotten. This black strip of flat rock used
as a road used to be wide enough to take
** As I watched you all grow and four carts riding next to each other. Now
thrive, I knew it would one day be you its all they can to to hack a path through
who would come to our aid. Thank the growth to allow them to walk single
you for dealing with this tendrilled file. All of the trees, vines, flowers, and
menace. But I fear this is but the start flora have intertwined and grown to
of something ominous. Obviously gargantuan sizes.
we've all been aware of the
accelerated plant growth. This new NOTE: Let them know that they may
explosion overnight confirms that this see the bodies of some braindeer or
isn't a natural occurrence. I fear that, atomicows laying here and there.
unless we act, our village and all (These are herbavores poisoned by the
within will be overrun and decimated new enzyme.)
within hours. Somehow, we must find
out what is causing this and how to About 20 minutes down the road, they
stop it. I must task you with a journey hack through some foliage and come
for the good of our people. You need across two dogs made of stone wrapped
to consult with the wisest man in our in vines. The statues dont seem to be
area Zhonie Kharsin. If anyone may weathered, rather very new in
know what is happening, it could be construction. These are two (dead) Rot
him. He is said to live in an Ancient Dogs that got caught up in some
complex known as Cow Spittal Medusaweed that litters the path ahead.
about an hour south of here on foot. If the players are watching for it, its
Follow the Ancient road of Us-Four- easy enough to avoid (unless someone is
Two to find him and report back to unlucky enough to fail a DEX roll or if
me if he has any useful information.** they start pulling and tugging at the
vines on the statues.
Zorrak goes to his tent and returns with a
can of Medi-spray I (2d8 per spray, 5 If touched, the Medusaweed will poison
sprays in the can). He offers it to them in the victim for paralysis, then begin
case they could use it. He also suggests calcifying its victim for 2d4 points per
any without a blade should equip round until dead.
themselves with a threshing blade
(machete - 1d8 damage) to help them Medusaweed (1) (AL None, MV None,
clear the path they'll take. AC 7, HD 4, #AT Special, DG Stun,
Special, SV L2, ML None, mutations:
** Please hurry! Even now, I can see dermal poison sap, fossilization)
the plantlife moving ever closer. And Medusaweed has 12 hit points.
Bob help us if any more of those giant
vine plants spring up!** MEDUSAWEED - 12
SCENE 3: troubling.every single plant I have
COW SPITTAL tested is also now highly poisonous,
even those that are usually raised for
After another 30 minutes of walking and consumption! Although not harmful
hacking, the pathway surprisingly opens to insects necessary for pollination, all
up. It seems that the plants here have not animals that feed upon plantlife are
grown so wildly and are actually of dying. First the smaller and weaker
normal size and temperament. The ones, then eventually the larger and
road leads past a large Ancient brick stronger ones will grow sicker and die.
structure nearby. The rusty Ancient sign And the poisons linger, so even
seems to have lost some letters. It reads: carnivores that feed on other animals
will be poisoned.
COUxxx xxSPITAL (The letters N-T-
Y-H- and O lay nearby.) However, Ive believe Ive isolated the
cause of our trouble. My experiments
This used to be the county hospital for on the plantlife around this facility
the area. Zhonie Kharsin the Mastermind reveals my success. You see, a single
hears them approach with his latent naturally occurring enzyme is
telepathy and steps out to greet them. responsible for both the growth and
He's dressed in white robes (horribly the toxicity. By the way the growth is
dirty) with a goatee and glasses. He also expanding, I surmise its spreading
has a bulbous throbbing head. When he through the water table. To
speaks, you hear his voice in your head: counteract it, we just need to add this
to the nearest point of contamination
***Welcome Sinatti travellers! As which, by my calculations, is the
the Ancients once proclaimed...Here's reservoir just south of here. However,
Zhonie! I can hear youve been its in the middle of an area the
looking for me. Please, enter, for I natives call The Devils Greenhouse
have news of use to you...and these due to its already rampant growth. I
lands.*** dont expect that the journey will be
an easy one.
Zhonie takes the PCs down a series of
long, dark, dust- and cobweb-strewn Zhonie shows the players two testtubes
hallways and into something from a mad with a thick yellow liquid. He explains
scientist movie. Bubbling testtubes and that the contents of only one tube is
beakers line tables. He explains as he needed.
fiddles with science stuff.
The counteragent should spread just
I am aware that the regional plantlife as quickly through the water table,
is undergoing accelerated and radical reverting everything back to normal.
growth. Foliage is growing to sizes
usually seen in years in just hours. He grabs a backpack and a walking
And those plants that are of a stick, intending to come with the group.
moreoffensive nature are even He explains its for research and also
more deadly due to their increased that hes never really explored beyond
size and aggressiveness. Even more the facility.
I also want to see where that enzyme
comes from, I mean, what could
generate that much of a naturally
occurring substance?

He then stops at the door, races back and


grabs two rusty tin cans, sealed, with a
pin and fuse mechanism on the top. Both
cans are marked DEFOL.

I whipped these up for another


purpose, but Ill bet theyll be useful.
Its a strong defoliant that explodes in
a 10-foot radius. Should help clear out
the moreaggressive plantlife we
encounter.

It's a defoliant which will do 20 points of


damage to any plantlife in a 10 foot
radius when it explodes.
SCENE 4:
BLOODSUCKERS FROM ABOVE

(THIS IS ONLY IF YOU NEED TO


FILL TIME)

As the adventurers leave the hospital,


Zhonie stops them with an upraised
hand.

Do you hear that? Sounds like a high-


pitched buzzing noise.

Hes hearing the thoughts of two


Mansquitos that landed on the roof of
the hospital. Sensing prey within (and
half-starved due to the dying animals),
theyve decided to attack the first fresh
prey theyve seen in days. Theyre
gliding down from the roof just as
Zhonie stops the party, so theres one
round before they get surprise initiative.

Mansquitoes (3) (AL C, MV 120' (40');


Glide 150 (50), AC 6, HD 9, #AT 1
(weapon, proboscis, or blood sucking),
DG weapon, 1d4, or 1d6, SV L4, ML 8,
Mutations: complete wing development)

Each Mansquito has 35 hit points


1 30
2 30
3 - 30

On belt pouches, the Mansquitos are


carrying 51 silver pieces, an Antitox
Shot and a Stimshot A.

((Just a quick combat encounter


before hitting the road to the final
encounter.))
SCENE 5: Kernel Plants (2) (AL N, MV 15' (5'),
THE DEVILS GREENHOUSE AC 9, HD 3, #AT 1, DG 2d6 for a
shotgun corn blast, 3d6 for a cob
You fight your way through even more missile, SV L2, ML 8, mutations:
dense brush which seems to become natural vegetable weapons)
laden with briars and thorns. Youre
starting to move even slower as you pick KERNAL PLANT
your way through the dangerous thicket,
watching for any of the aggressive 1 -25
plants Zhonie warned about. You seem 2 25
to have gotten lucky as you havent been
accosted since you left the Stittel. You As the PCs approach, one of the trees
feel the ground starting to slope as you next to the reservoir slowly turns. Its
start to descend into a small valley The voice is hissing and raspy, slow. Its
Devils Greenhouse. Its hard to see as furious at the intrusion. Describe a 20
the overhanging growth cuts the sunlight charred, scarred, gnarled, leaveless tree-
considerably. Its like twilight under the man covered in briars and vines. It
dense canopy. hisses:

You hear the sounds of water rushing WHAT ANIMALS DARE DISTURB
and falling. The thicket opens up into a THE SANCTUARY OF
small clearing surrounded by large trees. SPLINTERTHORN?
On the far end is an Ancient reservoir
built into a freshly-running stream. The Zhonie may blanch at this.
walls and channels keep the water from
rushing out. Oh my Bob. Ive heard of
Splinterthorn. Hes a mutant plant
Zhonie points at it. who was trapped out in the open
during the Apocalyageddon. They say
Thats it. Ill bet my brain that he burned for centuries, unable to die.
reservoir is deep enough to touch the But I always thought he was a tale
bedrock beneath. With the mutant plant parents tell their
underground waterflow network saplings to scare them. Behave or
emanating from this point, it should Splinterthornll get you!
be sufficient to move the counteragent.
Splinterthorn appears to have one leg in
Of the trees there are three that they the reservoir. Theres an oily sheen to
should be wary of. Two are giant Kernel the surface around where his roots are in
Plants (15 high) that are under the the water. Hes producing the enzyme
complete sway of Splinterthorn. Hell sap after years of experimentation and
trigger them when he feels the combat is mutation. Hes been releasing it
going badly. The PCs should be warned slowlyHe plans to exterminate all animal
by the pop-pop-pop as the cobs are life. Humans were responsible for his
triggered. Both have 25 hp. years of torment. He sees the destruction
and devastation of plantkind as an
affront, so he has planned to drive the antidote starts to leech its way
animal kingdom to extinction. through the water table. The walk out
of The Devils Greenhouse is no more
ANIMALS EAT USSSS BURN difficult than a walk through tall grass
USSSS CUT USSSSSS LIVE IN as the thorns and brambles are now
OUR CORPSES.SSS NOW, brittle, falling away at your touch.
ANIMALSSSS WILL DIE. You escort Zhonie back to Cow
PLANTKIND NOW Spittal.
DOMINATESSS. GO. SAY
GOODBYE TO YOUR LOVED **Thanks for letting me tag along on
ONESSSSS. the adventure. Ill run more tests, but
Im pretty sure that the damage is
And the battle is joined. Splinterthorn is being reversed and plantlife in the
done talking. Unless the PCs leave area is returning to normal. The
immediately, hell fire a volley of illness should also run its course as the
projectile thorns. If the PCs try to flank poisons are purged from everyones
him, hell fire the Kernal Plants, causing bodies. And be sure to tell Zorrak
shrapnel to scatter the PCs. Only when Zhonie said Hi-yoooo! Hell know
hes at half-points will Splinterthorn what it means.**
uproot and give chase. If a Kernal Plant
is still alive, hell uproot it and fire it like You shake hands with your new
a missile launcher. friend and head back north on Us-
Four-Two, reaching your village and
Zhonie may shout that they have to get informing Zorrak that the menace has
Splinterthorn out of the water. ((Its ended. You regale him with your tale
HIM! The enzyme is coming from of adventure and danger.
HIM!)
And what of Splinterthorn then? he
Zhonie will try to get near the reservoir asks nervously. How does one kill
only after Splinterthorn is giving chase that which cannot be killed?
to the PCs. He may toss one of the tubes
to one of the other PCs nearby. Play up Back at The Devils Greenhouse,
the risk of breaking the tubes while Splinterthorns (??? burned, mangled,
everythings going to hell! poisoned ???) body lays motionless at
the bottom of the valley. Slowly one
-=-=-=-=-=-=- eye opensthen narrows in fury.
Once Splinterthorn is down and the
counteragent delivered.
END
As soon as the golden syrup touches
the water, you see a clearness overtake
the murky reservoir. It spreads out
across the surface and to the depths of
the basin. You can visibly see the
plantlife starting to whither and
shrink at the waters edge as the
Splinterthorn as he burned. His rage at having nearly
9th Level Mutant Plant died at the hands of humanoids fueled
his hatred of all animal lifeforms.
STR: 18 --- INT: 10 Splinterthorn now views all creatures as
DEX: 9 --- WIL: 20 nothing more than the slaughterers and
CON: 16 --- CHA: 7 oppressors of plantdom. Humans and
HPs: 85 --- AC: 6 mutants cultivate, cut, burn, consume,
Mutations: projectile thorns, abnormal and harvest plants. Animals feed on
size (20 feet tall), regenerative capability them. Even caretakers and farmers who
tend to plants and gardens are viewed as
Splinterthorn is a 20-foot tall tree-like nothing more than horticultural
mutant plant composed of hardened slavemasters. Splinterthorn would like
saplings and thorn-laden vines. When nothing more than eliminate all forms of
he's not moving, he appears to be a animal life from the planet -- which is
leafless dead tree. Some unobservant his longterm goal.
folks could walk right past Splinterthorn
without knowing he was "alive" in the Splinterthorn resides in a hard-to-reach
truest sense. This would be very valley known as The Devil's
dangerous though as Splinterthorn hates Greenhouse. This valley is overgrown
all animal and humanoid life and he with briars, thorns, poisonous plants, and
would not hesitate to attack. dangerous flora. It is said no animal life
can survive in this inhospitable jungle. It
Due to Splinterthorn's abnormal size, he is here that Splinterthorn hides,
receives a +3 to hit bonus in combat as gathering information and supplies
well as a +2d6 crushing damage bonus needed to carry out his plan of world
with hand-to-hand weapons. domination by plantlife via the
Splinterthorn can also fire out a salvo of extinction of humans, mutants, fauna,
fist-sized projectile thorns that do 1d8 waterlife, and avians.
hit points of damage to the victim.
Splinterthorn's regenerative capability Fairly tales and bedtime stories of
allows him to heal 10 extra points of day Splinterthorn's tragic past and his plans
as well as grow back missing limbs and for revenge have been passed down
extremities over time. He is large, amongst generations of mutant plants
powerful, and difficult to harm. over the years. Most consider these
stories as folklore and fairy tales. But
If examined closely, observant PCs will these "fairy tales" are more real than
see that Splinterthorn's outer bark is anyone realizes, and Splinterthorn is
covered with charred and blackened mere months away from enacting his
areas. Centuries ago, the mutant plant extinction-level event.
was caught in the atomic fires of the
Apocalyageddon. Due to his
regeneration mutation, he healed as fast

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