The heap has been hired to mount an expedition

Transcription

The heap has been hired to mount an expedition
Thundarrstruck
an Introductory Living Low Campaign Adventure!
By Phyllin MacKrakin (Thom Shartle)
The heap has been hired to mount an expedition into the Underwhere. Their
patron has provided them each with a one way Croach Class ticket on the
Slog Skooner “Thundarr Down Undarr” from Floom to Bottom Saloo where
the expedition will leave from.
This adventure is meant as an introduction into Low Life Redredged and the
Mutha Oith Underwhere Explorer’s Societe’ Living Low Campaign and should
take half a standard four hour convention time slot, leaving the first two
hours to create novice characters. M.O.U.E.S’ Web Site—Living Campaign
The Gist
The heap has been contacted
by Uster the Damp who has
hired them to lead an expedition into the Underwhere to
The heap has to get back
to explore the Slog
the First Bait (well actually
Skooner, describe some of
just her suit) or the Thund- the day to day operations
arr Down Undarr ain’t goin’ (See Appendix ii) they obno where...
try and set up trade relations
The Journey So Far...
with “The Crusty Ones” a
The players were greeted
group of Underwhere dwelling
croach artisans whose metal
work is highly sought after.
by Kaptin Gr'fz'q'lomp, The
Fungal Kaptin of the
serve and ask them if there
is anything specific they
want to accomplish during
the journey.
The Drive By
Thundarr, when they
Once they have finished
boarded two days ago and
investigating the Thundarr,
a harried porter showed
have the characters make
them to the Croach Class
an un-modified Notice
bunkroom. They are each
check. If successful, or if
On the third day of an eight-
assigned a hammock to
any of them state they are
een day journey, while the
sleep in, arrayed around
in the Oily Boid’s nest, tell
Thundaar Down Undarr is an-
the common Croach class
them they spy an unknown
chored for the night, they are
sleeping area (Level 2 area
heap riding ferocious
attacked by a marauding band
J), and some space in one
schnoobles parallel to the
of Price-O-Corns. The heap
of the cupboards arrayed
course of the Thundarr,
handily beat back the raiders,
around the room’s periph-
around a hunnert yorts
but the Slog Skooner’s First
ery of the room.
holewhence. If the player’s
The heap is in route between
Floom (The Bitchin’ City of)
and Bottom Saloo where the
expedition will launch from.
Bait disappeared in the ruckus. Give the players some time
page 2
are in the Oily Boid’s nest, or
Slog Skooner for night fall
ence combat without tak-
climb up to the Pilot House to (driving a Slog Skooner at
ing much damage.
inform Kaptin Gr'fz'q'lomp, af- night is a BAD idea!).
After dispatching their
ter the Lookout / Kaptin has a Just after the anchor was
look see, they hand an intricate dropped and the Slog
brass spy-eye to the player.
Looking through the spy-eye,
they will be able to make out
that all the rider’s are Horcs
dressed in outlandish colorful
mismatched cloths. If they
foes, they will see the Price
-o-corn leader (Kaptin Not-
Herders worked their way
as-nice-as-the-last-guy) wave
down the lowered gang
his huge ass cleaver in the
plank, the look out shouts
air and call the retreat.
out a warning.
The surviving raiders exe-
“Price-O-Corn Raid!”
cute a competent fighting
withdrawal down the gang
stop for a nap or something,
The price-o-corn raisers
before letting someone know,
have gained the gang plank
then they won’t. If in the Oily
and begin spreading out
Boid’s Nest, or they mention
across the Thundarr. A
the outriders to a crew-peep,
small contingent heads for
Home...
they will go to a near by metal
the Pilot House, and the
tube, unstopper it and report
rest head aft to convince
The crew is bustling to and
the outriders to the Kaptin.
the passengers to give up
In any event, the outriders peel
their lewts!
off and head due holewhence, Luckily, the player happen
not to be seen again… THAT to be in their bunk room,
day.
Night Raid!
Late in the afternoon of the
third day, The Thundarr coasts
over the top of a rise and the
Speculum comes into view
ahead. The Kaptin gives the
command and the Thundarr is
reigned in to a stop. Crew
Peeps scurry to secure the
plank and fade into the
growing darkness.
It’s a Long Walk
fro cleaning up the aftermath of the battle (looting
the corpses and throwing
them overboard). Kaptin
Gr'fz'q'lomp comes storm-
(where their gear is…) and
ing up the gangway toward
are able to arm themselves
the players shouting
before the price-o-corns
“Crandal Croach! Has any-
get there.
one seen Crandal Croach?”
This is a straight up fight
She stops at the players
with two Price-o-corn Raid- and demands to know if
any of them has seen the
ers (see Appendix i) for
each player. The Price-o-
First Bait (Appendix ii),
corn raiders are all ex-
Crandal Croach. They, of
tras—this should give the
course have not. If asked
players a chance to experi-
for a description, she tells
page 3
them Crandal is medium height Room (Level 1 C). A winch
below. Obviously, the suit
(for a Croach) with extremely
there is used to raise and
as described, is no longer
long, whip like antenna. He is
lower the First Bait.
adorning what is left of
wearing the bait-suit, a white
If the players investigate
suit lavishly covered with color- the winch, they can reel it
ful sequins, faux gems and shot in to find it ending at a
through with shiney metallic
frayed section that doesn’t
Crandal. A successful Investigation, Survival or
Tracking roll (or Notice –2
if you are REALLY desper-
thread. All four arms trail long look like it should be there. ate) will allow the players to
discover several Horc
colorful streamers.
Evidently the rope parted
tracks leading up to the
She asks the players to please and Crandal was thrown to
corpse and then back the
find him—well actually the suit the Oith in front of the giway they came.
he was wearing and bring him
ant slog on whose back the
(it) back to the Thundar. She
Thundarr Down Undarr
explains rge First Bait, wearing rests.
the suit is dangled from a
They can make their way
crane in front of the Thundarr down to the ground and
and by swinging the First Bait
around to the front of the
to and fro, the steer the huge
conveyance. Without the First
Bait (suit), they would never
make it across the Speculum.
slog who appears to currently be slumbering, eyes
closed. A successful
Stealth Roll will get them
Operation: Get the
Danged Suit Back
Two successful Survival or
Tracking checks allows the
heap to follow the trail
back to the Horc encampment. The Horcs are all debauching around a huge
campfire, drinking heavily a
Elementary My Dear
to poor Crandal’s broken
Whatsit!
corpse.
The second segment of the ad-
Cause of death is obviously Block Chili and doing
things their mothers wouldTerminal Kinetic Energy
venture allows the players to
investigate the disappearance.
If they don’t think of it, have
the Kaptin tell them the last
place Crandal was seen was
dangling from the bait rope.
Normally accessed from a platform in front of the Steering
variety of toxic suds,
chowing down on Chopping
Poisoning. Poor Crandal
n’t approve of (well… they
was forgotten, dangling in
are Horcs so maybe they
front of the Giant Slog.
would…). Kaptin Not-as-
Sometime during the
nice-as-the-last-guy is easily
fighting, the rope was
spotted, wearing the afore-
struck by a stray round,
mentioned suit as a short
parted and dropped him a
cape and prancing around
hundred feet to the oith
the camp fire. At this
page 4
Open to the Heap:
1. Wait for the price-o-corns
to pass out, sneak in, and
jack the suit
2. If there is a Horc in the
ural 1, they re-roll their attack against an adjacent
price-o-corn.
To the Victors
Successfully returning with
6,Toughness 5, Parry 7
Hindrances: Arrogant
(Maj.), Phobia (Giggities—
Min.), Vow (Hunts thar
Great White Snack Cake!,
Min.)
heap, they could try and
the suit, ingratiates them
pretend to be one of the
with Kaptin and Crew of
Edges: Goodsporesman-
price-o-corns. This would
the Thundarr. Kaptin
ship, Danger Sense, Dead
require them to adorn
Gr'fz'q'lomp has their gear
Shot, Kaptin Krunch
themselves with all manner
moved to a private first
(MOUES Edge), Marksman,
of hideously unmatched col- class room. If any of the
ors, and garish ornaments. heap is a Croach, the
A successful Streetwise
Kaptin sizes them up and
Tubpuddler
Racial Abilities: Gleening
the ‘tinct, Unkeen Peepers,
offers them the position of Spores: Miasmic
quality time adorning them- First Bait until they get to
Gear: Shiny Spy-Eye, Scizz,
selves appropriately), allows Bottom Saloo. This will
Poo-Flinger.
earn them 100 clams and
them to integrate themBoating skill d4 or plus one Background: The Kaptin is
selves into the drunkenan Old Salt AND Pepper
dice type if they already
orgy. Have a bleary eyed,
plying the SLogways around
have it.
random drunken price-oKeister Island.
corn challenge the player. A Peeps & Critters
check (+2 if they spend any
successful Persuasion or Intimidation roll (+2 they are
REALLY wasted) will allow
them to pull it off.
3. CHARGE! Straight up-ish
fight. There are three
drunken price-o-corns per
Kaptin Gr'fz'q'lomp
(Seasoned Wild Card)
Fungal
Attributes: Agility d10,
Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Boating d10, Climbpeep and Kaptin Not-as-nice ing d6, Driving d10, Fighting
-as-the-last-guy. They are all d8, Gambling d6, Intimidation d6. Repair d6, Riding
so wasted they fight at –2
on all rolls. If anyone on the d10, Shooting d10
price-o-corn side rolls a nat- Stats: Charisma +0, Pace
Character Sheet Download
Kaptin Not-as-nice-asthe-last-guy
(Seasoned)
Horc
Attributes: Agility d6,
Smarts d6, Spirit d4,
Strength d8, Vigor d10
Skills: Climbing d6, Fighting
d10 (+1, +3 vs Smelf folk),
Gambling d8, Intimidation
Page 5
Persuasion d8, Shooting d6,
Survival d6, Taunt d8, Tracking
d6, Gambling d8
Stats: Charisma –2/+2 Horcs,
Hindrances: Junkie (Min)
Edges: Tubpuddler
Racial Abilities: By Race
Appendix i: Slog
Skooners
Slog Skooners are large
conveyances permanently
mounted on / in the backs
of a variety of big slogs.
Pace 6, Toughness 7, Parry 7 (-
Gear: Scizz, Poo-Flinger.
1)
Background: Stalwart krew Krew:
plying the SLogways around
The Kaptin: steers it and
Keister Island.
orders peeps around
Hindrances: Junkie (Beige
Peepers Maj.)
Edges: Price-o-corn, Spit, Loo- Horc Price-o-corn
(Novice)
gey Hawker, Boogie Knight
Horc
Racial Abilities: Buttkicker,
Attributes: Agility d6,
Gurgitation, Slimey, Tough Ass
Smarts d4, Spirit d4,
Mofo
Strength d6, Vigor d8
Gear: Big Ass Cleaver
(Str+D12, AP 2, Parry –1, 2
handed), Crappy armor (+1 Armor all locations), backpack,
bladder (don’t ask), clamsack,
Jar (Full of Beige Peepers),
Skills: Climbing d4, Fighting
d6, Gambling d6, Intimidation d4. Notice d4, Shooting d6, Survival d4, Taunt
d6, Tracking d4
Stats: Charisma –2, Pace 6,
Blanket, Fork, Goggles, Mana-
Toughness 6, Parry 5
cles), 227 clams.
Hindrances: Junkie (Booze
Character Sheet Download
Maj.)
Crew Peep (Novice)
Edges: Price-o-corn, Spit
Various
Racial Abilities: Buttkick-
er, Gurgitation, Slimey,
Attributes: Agility d6, Smarts
d4, Spirit d4, Strength d6, Vigor Tough Ass Mofo
d8
Gear: Warspork (Str+D6),
Skills: Boating d6, Climbing d6, Crappy armor (+1 Armor all
Fighting d6, Gambling d4, Relocations), backpack,
pair d4, Shooting d4
clamsack, Blanket, Fork,
Stats: Charisma +0, Pace 6,
Manacles, 15 clams.
Toughness d6, Parry d5
The First Bait is used to
steer the Slog Skooner by
dangling her on the end of
a long stick out in front of
the Slog. Using a clap trap
collection of gears and pullies, the Kaptin is able to
move the First Bait too and
fro, where the First Bait
flails her limbs to get the
attention of the great
beast who moves in that
direction, attempting to
eat her.
Slogsmen: are responsible
for the health of the Slog.
They groom her, feed her
and kiss her booboos.
Gunners: Well they shoot
at big stuff wanting to kill
the Slog and her Krew.
Grunts: Do everything else
Maps of Thudarr Down
Undarr

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