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[WIR] TMNT/After the Bomb/Road Hogs

Dalillama

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Validated User
Gun Bunnies and Zombies
This is a long and moderately difficult adventure, low level parties should have some NPCs along for added firepower/bullet sponges. Sufficiently badass PCs can dispense even with the default NPC guide. Alternatively, if the PCs happen to not all be Cardanian Scouts they might just wander into things without warning.

Player Background
There's a scout mission with a big bonus, which means it's very dangerous. The PCs will naturally apply and be accepted, otherwise there's no adventure. They'll be met by an old rat who's a famous scout commander. He gives a long speech, which boils down to "We arrested some bandits (The "Stogie gang"), and they said they found a place called Benny north of the empire with lots of good salvage. Also in a nearby place called "Mac's Confection" where a mad scientist has an army of "psycho-zombies" who ran the gang off. This is presumably an Empire mind-control plot. Your mission is to go stop the evil plan, bring back samples of the evil tech so we can make countermeasures, and salvage whatever you can while you're there. An otter named Ozzie Bleu will guide you to the site.

GM Information: Only 'honorable' characters will be accepted, nobody with a criminal background or a bad reputation, so hope there's no PCs like that. Everyone gets an assault rifle and and unspecified amount of ammunition. There's also one grenade launcher and 10 grenades, 3 geiger counters, 3 walkie talkies, 1 'briefcase sized infrared surveillance system', whatever that is, and 1 first aid kit. (If we leave behind the infrared thingy can we get a few more medical kits?)

Scenario Information
Ozzie will take the party up the Hudson as fast as possible to duck Empire patrols. This will take about a week. He leads them overland on the Wolf Barbarian side instead of taking some canoes for some inexplicable reason.

Encounters
Skip these if you're pressed for time or if they're too tough.
1)Empire recon patrol, 3-5 4th level troopers with shitty lasers. They can call in air strikes, so avoid them or kill them fast.

2)Bodies of mutants who recently lost a firefight with 1 or 4.
3)as above, but with a survivor who will die in 1d4 hours no matter what the PCs do. Her last words are "don't trust the gun Bunnies, they betrayed us". She may throw grenades at approaching PCs. If not, her body will yield 2 grenades, a knife, and some food.
4)an Empire patrol stopped to repair their robot. 15 of the in power armor, probably best avoided.
5) A group of Wolf Barbarians who won a firefight with the Empire. They're loaded down with loot, in a good mood, and know nothing useful.

The Benny Area (Albany, NY)

The town is mostly overgrown wreckage. The surviving buildings are those that were made of stone, and are indicated by shaded areas on the map*. There's various mutants living in the area, mostly mice and rats. Also some 'psycho-type human mutants', which is never explained. Possibly your default postnuclear mutant cannibals. Surviving buildings include The Tobin Packing Company, inhabited by a giant statue of a pig and a memorial plaque to those who died here at the hands of humanity, Oil Storage with some full underground tanks of fuel oil for those who know how to access them, the Governor's mansion, headquarters of Wolf Barbarian groups in town and left alone otherwise, the Waterlivet Arsenal which hasn't any guns left, but plenty of vehicle parts and other materiel.
The Immaculate Conception Monastery ("Mac's Confection"; guess Catholicism isn't big in After the Bomb America. Matter of fact, religion's never once mentioned anywhere that I've seen. Nobody's described as having one, none of the NPCs ever refer to one, there's no active churches, temples, etc. described, nothing.) is where the 'psycho-zombies' are being made, hereafter referred to as 'Gloons'. Someone named Brother Bill runs this place and never leaves. There's a 10" wall around it, with a gate on the north side. There's IR detectors ringing the top of the wall. Inside there's a garage with a couple pickup trucks, a bunch of Gloons in the old dormitory (where light classical music plays constantly), a shed with generators etc., a smaller shed where Bill screens old movies for the Gloons, and a 3 story section reserved by Bill for his lab and living quarters. There's apparently supposed to be a map of this too, but there isn't.

The Overall Benny Area (different from the above?). Those who watch from a high point or otherwise get an overall veiw of the area will note fires and periodic gunshots amidst the ruins. There's many bands of animals living here, none more than 10 or so individuals, who don't like each other and won't hesitate to rob strangers if they have a large enough numerical advantage (at least 2 to 1). Otherwise they may be willing to sell information; we get several rumours they may pass on, with varying degress of truth. Relevant information therefrom is that a) there's armed Gloons rounding people up, presumably to be turned into more Gloons, and b) Someone called the "Death Bunny" is around, and may not care for interlopers.

We will learn more about the Gun Bunnies later, because I am tired of typing now.



*Which I would try to reproduce, or at least describe, but there isn't one.
 

Dalillama

Registered User
Validated User
Enter the Gun Bunnies
The Gun Bunnies began with a survivalist named Zeke and his 'pet' (probably originally for food) rabbits, who mutated during the apocalypse. The bunnies have now adopted an "extreme survivalist stance" although honestly most of their actions seem pretty in line with a lotta postdeath strategies. There's ~150 rabbits living in an old mine 50 miles from Benny called The Warren. The Warren has generators for heat and electricity, a clinic, an armory, and comfortable living space. It's guarded by bunkers with machineguns, barbed wire, pitfalls etc. They send out raiding parties to get food, equipment, and ammunition, usually 10 rabbits, three motor vehicles, and lots of guns. They are pests to the PCs, demanding they hand over good loot and generally harassing them, unless there's a rabbit along. In that case, they're be willing to negotiate, because the Gloons now outnumber them and they're worried about Bill and his zombie army. They are led by a quadrimvirate, consisting of:
Bug Bunny: The leader. He is "one of the few remaining descendants of the rabbits raised by Zeke Tater", whatever that means. Who are the rest of them descended from? He's SL 6 with no looks and full other stuff, leaping, sixth sense and advanced hearing adn smell. He's 7th level, and supposedly the one who set up the communications and surveillance systems, usually found in the comm center tinkering with his computer. Since his only skill in this area is Basic Electronics, I'm not sure how he does that.

Bomb Bunny is the second in command if anyone is, considers himself suave and refined (which means dressing like a beatnik, apparently), and is SL 10 with Advanced Hearing his only power. He is the demolitions specialist, a skill at which he has a 50% likelyhood of success. This is far, far, far less skill than I, personally, would be willing to tolerate in someone setting bombs near me. He is Miscreant for some reason.

Bullet Bunny is the raid leader, described as a psychopathic killer who shoots first and asks questions later. He is at the forefront of the punk style popular with the younger rabbits (ok then) and wears a mohawk and leather jackets with studs. He's also in charge of the arsenal, and wants more antitank weapons.

Beach Bunny (i have a bad feeling about this) is the only female member of the leadership. She is a mechanical genius, having an 85% chance to diagnose whatever's wrong with machinery. She is fun-loving, superficial, obsessed with her appearance and constantly flirts with all the boys, knowing she can have her pick whenever she wants. Or so she thinks (sic).
Oh, and her real name is Boopsie
...
...
...
Goddammitsomuch.

The rest of the rabbits are 0-50 years old (16-30yrs for fighters), 60% female, and universally Anarchist or Miscreant.

Brother Bill was an Empire scientist specialising in mutant animals, but he faked a nervous breakdown and wandered off into the wilderness. (Faked?) He ran across an old monk named Brother Joseph, found religion and a purpose in his life, and decided to share it with the local mutants via infliction of severe brain damage. This somehow qualifies him for an Unprincipled alignment. The Gloons who are under his control are aping monastic life, growing crops, maintaining the building, etc. The majority of them are not under his control and are wandering around being a nuisance. They're 62% likelyto mindlessly attack, otherwise they'll just keep on going. Once someone's been Glooned, the process is irreversible. This isn't an Empire project, but they've got wind of it and might send somone round to investigate, which is the last thing anybody wants and should be prevented if at all possible.

Thoughts: The usual editing problems shine through (no maps?), and it's not terribly well thought through. There's no indication the rabbits are growing any food of their own, which they really ought to be doing from a survivalist perspective. That aside, they appear to be functionally equivalent to the Elite Militia of Cardania, and brokering an equivalent agreement between them and the residents of Benny would be good for everyone. For that matter, the Bunnies themselves are a potentially valuable ally for Cardania, and supplying them with ordnance and ammunition would be of strategic benefit. They're supposedly EVIL, but alignments here clearly mean crap all. Also, why haven't they just rolled in and cleared Brother Bill out? 2 dozen zombies (all he has under control) couldn't hold the monastery against a standard raiding party, let alone a double strength one with Bomb Bunny and his demolitions along. Even if all 200 of the gloons were under control (as the bunnies believe), as long as most of them aren't in the monastery it doesn't matter. It's pure author fiat that the zombie problem wasn't solved before the PCs got there.
 

Nate_MI

Hail Tzeentch!
Validated User
Thoughts: The usual editing problems shine through (no maps?), and it's not terribly well thought through. There's no indication the rabbits are growing any food of their own, which they really ought to be doing from a survivalist perspective. That aside, they appear to be functionally equivalent to the Elite Militia of Cardania, and brokering an equivalent agreement between them and the residents of Benny would be good for everyone. For that matter, the Bunnies themselves are a potentially valuable ally for Cardania, and supplying them with ordnance and ammunition would be of strategic benefit. They're supposedly EVIL, but alignments here clearly mean crap all. Also, why haven't they just rolled in and cleared Brother Bill out? 2 dozen zombies (all he has under control) couldn't hold the monastery against a standard raiding party, let alone a double strength one with Bomb Bunny and his demolitions along. Even if all 200 of the gloons were under control (as the bunnies believe), as long as most of them aren't in the monastery it doesn't matter. It's pure author fiat that the zombie problem wasn't solved before the PCs got there.
Now there's an interesting adventure; PCs get a radio message from a reculsive "monk" up north asking for help with these raider rabbits. PCs arrive as the monastery is under siege, leap in to help. Other "monks" are a little weird but Brother Bill lays out that he's just trying to live a quiet life of contemplation and the rabbits are attacking him because they're assholes; actually he wants to capture some and experiment on them to figure out how to spread his plague to mutated animals (and he probably wouldn't say no to their guns). PCs are conned into helping Bill but if they're willing to talk to the rabbits they get the full story of Brother Zombie here.
 

6inTruder

Oscars are Duche!
Validated User
Gun Bunnies and Zombies

*Which I would try to reproduce, or at least describe, but there isn't one.
I got to this mention and had to stop. I have this book and for the life of me I couldn’t remember any maps with this scenario! LOLs!

Also, I think the rhyme & reason behind the alignments Kevin gives NPCs is him assuming these are the characters you should sympathize with (good aligned) and who you should not (evil here). Wether this makes *any* sense in comedy at all.
 

Dalillama

Registered User
Validated User
Also, I think the rhyme & reason behind the alignments Kevin gives NPCs is him assuming these are the characters you should sympathize with (good aligned) and who you should not (evil here).
That implies that Brother Bill is the one we're supposed to sympathize with in this scenario, which is kind of a stretch.
 

6inTruder

Oscars are Duche!
Validated User
Fair point; I don't think I ever had that one, but there's plenty of other examples
Yeah, I mean not to drag it back, but Doc Feral: I’m a “good” person even though I don’t think this being trying to communicate with me about how it doesn’t want to be vivisected is actually a person so what I’m doing is a-okay! Which runs hard afoul of Sir Terry’s talk about Evil being treating people like things.

But to bring it back to Brother Bill, I don’t think we’re supposed to root for him but I do think we’re expected to sympathize with him. I mean, he ditched the Empire of Humanity and they’re basically the baddies. He just wants to be “left alone” to spread his good word. Just don’t think to much about how he goes about that, a’ight.

Looking forward to your thoughts on whatever comes next.
 

Dalillama

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Validated User
But to bring it back to Brother Bill, I don’t think we’re supposed to root for him but I do think we’re expected to sympathize with him.
...dude's forcibly zombifying people via glitchy mind control implants. That's pretty much the definition of 'bad guy'
I mean, he ditched the Empire of Humanity and they’re basically the baddies.
In order to pursue his private atrocities, which are on the same moral level.
He just wants to be “left alone” to spread his good word
He's rounding people up at gunpoint to destroy their brains and remote control whatever's left l.
Just don’t think to much about how he goes about that, a’ight
How he goes about that is the focus of the adventure...
 
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