Category Archives: Micro-Dungeons

Small Little Dungeons to throw at your players.

Murderous Mutant Tomatoes

This is part adventure and part session notes from my Mutant Crawl Classics game. I ran this a while ago while we (Kickstarter backers) were waiting on the PDF’s of the adventures to be released.  So take it as you will.

Background:

King Roma is crazed plantient set on revenge against the murderous meatbags of the world.   He had discovered a data cube of the Ancients and learned (misinterpreted) the dark secrets of the Ancients.  They had kept plantients as food; raising them in things called farms or gardens. There were some Ancients who were so vile that they ate only plantients.  These atrocities must be avenged.

The Set Up:

I ran this after the PC’s were returning to their village after going through their 0-level funnel.  They found the village had been attacked and ransacked and that all of the villagers were missing. It was pretty easy for them to find the trail and start tracking the raiders.

The Monsters: Here’s the stat’s for the main monsters for this whole thing.

  • King Roma: Init: +1; AC: 16; Atk: +2; DMG: 1d6+1 Action Die: 2d20; HP: 35; Saves: Fort: +4, Ref: +4, Will: +2; Special: None
  • Cherry Tomato Concubines: Init: +1; AC: 11; Atk: None (See Special); DMG: None Action Die: 1d20; HP: 6; Saves: Fort: +1, Ref: +2, Will: +1; Special: Aura of Misfortune: When a character attacks or uses a Mutant Power against a Concubine or King Roma, the character must roll under their current Luck score on a d20.  If successful then the action proceeds as normal. If the character fails the Luck check then it is assumed that the character rolled a Natural 1 on their attack/Mutation Check. Run with it.
  • Garden Variety Goons: Init: +1; AC: 12; Atk: +1; DMG: 1d4 Action Die: 1d20; HP: 6; Saves: Fort: +0, Ref: +0, Will: +0; Special: Pack Tactics like Manimal Class.
  • Beef Steak Brutes: Init: +1; AC: 12; Atk: +3; DMG: 1d8 Action Die: 1d20 or 2d16; HP: 18; Saves: Fort: +2, Ref: +2, Will: +1; Special: None
  • Heirloom Shaman: Init: +1; AC: 14; Atk: +0; DMG: 1d4 Action Die: 1d20; HP: 6; Saves: Fort: +0, Ref: +2, Will: +2; Special: “Spells”: Poison Dart, 2d4 damage, DC:14 Fort Save for half damage; Ketchup Slick: DC:12 Ref Save or fall prone and needed to move; Tangle Vines: DC: 10 Ref Save to avoid, DC: 12 STR check to break free.

The Village: I just drew the map as I needed during play. There are four building in the village. I also kind of just made up the numbers of opponents based on the party.

  1. The Green House:  Divided into two sections. One is the common room.  Here are Goons, Brutes and at least one Shaman. The Nursery section contains a Nursery Bot: Init: +2; AC: 14; Atk: +0; DMG: 1d5 Action Die: 1d20; HP: 36; Saves: Fort: +4, Ref: +0, Will: +2; Special: AI Recog: 19. and a Control Panel. If the PC’s mess with the Control Panel, they release the super fertilizer toxic goo. The goo has the following effects:  Any Plantients roll as if they had suffered Radburn. All others must make a DC: 14 Fort Save or suffer 1d5 damage.  The toxic goo acts as Cortexin (See Museum at the End of Time) but only on plants. This animates the Baby Tomato Swarms: Each Swarm has:  AC: 11; HP: 8; Saves: Fort: +0, Ref: +0, Will: +0; Special: Non Area Effect Weapons do 1 HP of damage. When a character is “attacked” by a swarm, attempt DC: 11 Ref save or take 1d3 damage.
  2. The Garden Shed: Here be artifacts. Vibro-Plasma Chainsaw: does 2d8 damage; uses 1d16 for initiative;  increase wielder’s Fumble Die by one die step. Wonder-Gro Fertilizer: Heals Plantients of 2d4 damage; all others DC:14 Fort Save or take 2d5 damage. Golpher Grenades (crude plastic figurines of a common burrowing rodent): 3d6 damage in 20 foot radius; DC: 12 Ref Save for half damage. 3 C-Cells.
  3. The Smoke House: Filled with hanging smoked meat. Player A: Nope the villagers aren’t here. Player B:  Uh, I think we just found the villagers. Player C:  Oooh BACON! Rest of the Party: Ewww.  Manimals…
  4. King Roma’s Hot House: This is the boss fight. King Roma, Concubines, Shaman and some Brute Bodyguards.

Enjoy!

The Not-Adventure Adventure

I had this crazy idea the other day. The Not-Adventure Adventure.
It starts off pretty typical. A little village filled with bumbling peasants hires a group of hearty and greedy adventurers to care of a monster problem. But here’s the catch. There is NO monster.
Through a series of unfortunate events, half truths and misinformation, the villages honestly believe that they are being plagued by a big mean nasty monster. So the only natural thing to do is hire some adventurers.
So the party goes on its usual way to track down “The Monster”. The usual methods turn up pretty much nothing. If they take the time and dig just a little deeper, they realize that the villagers are just being, well, villagers.
Here comes the interesting part. What does the party do? Do they try to convince the villagers that there is no monster? Do they kill something else and try to pass if off as the monster? Do they ride the gravy train for as long as they can and take advantage of the villagers? Or just maybe do they throw their hands up in frustration and walk away? If done just right, this might a fun a little session to throw the party off balance a little bit.