TEXT: Gregorius21778: 
  Welcome to Junkbeach
  20 Finds & Encounters
  Version 1.0; written by Kai Pütz
  (c) 2017
  
  Legal & other stuff:
  Created by:
  Kai Pütz; (c) 2016
  My blog:
  www.gregorius21778.wordpress.com
  Artwork:
  Page background by the Knotty-Works, used with permission. 
  Mutant Future(tm) is copyright 2008, Daniel Proctor and Ryan Denison. Mutant Future(tm) and Mutants &
  Mazes(tm) are trademarks of Daniel Proctor. These trademarks are used under the Mutant Future(tm)
  Trademark License 1.1 
  Got no copy of MutantFuture(tm)? Get it for free!
  How to use this supplement:
  A lot of time has passed since the heights of mankind. While humanity marked their time in bunkers
  and cryostasis, or slowly came to terms with the radioactive lands of tomorrow, the ocean had have
  enough time return most of the trash that civilization dumped into it  “back to sender”, and right onto
  the coasts wherever the streams and currents allowed for it. 
  The result is a Junkbeach, a place where down-on-their-luck scavengers and looters shift through what
  has been washed ashore, in hope of finding ANYTHING useful or trade-worthy. And sometimes, there
  even is some useful stuff:  whole automated container ships sunk in the aftermath of that day, others
  ended up on sand banks and reefs as satellite navigation began to fail. The ocean is not careful with the
  things it gets, but it is not a hoarder: sooner or later, things that drift and float are spilled back onto the
  coast.
  This title is Mutant Future ™ compatible, all monsters  mentioned are from the core rules book [with
  page numbers added for easy reference]. “cp” is for coppper piece, “sp” is for “silver piece” and “gp” is
  for gold piece; “gold” is the standard coin.
  
  01# Damaged android parts are found among
  the junk! A robot PC/NPC may use those to repair
  2d8 hit points (roll separately for each robot: one
  man´s junk is another man´s spare part!)
  02# A group of 1d4+2  mangy Higher Baboons
  [p.61] (determine hit points by rolling d6 instead
  of d8) stroll over the beach and look for food and
  interesting stuff. When they grow aware of the
  characters they will first try to scare them off
  “their”  beach,  but  will  attack  if  the  PC  seem
  weaker. As soon as one of them gets killed all the
  others will flee. They will return with 2d4 more
  mangy Higher Baboons after 2d6 turns.
  03# This patch of the beach is littered with 6d8
  alloy tins that are easy to clean and trade (1 cp
  per tin). One of the tins will be the home of a tiny
  but vicious crab: a character that pics up that tin
  must check for Surprise. On a failure, the disturbed
  crab will go for the fingers of the character, and a
  Saving Throw vs. Death determines if a finger is
  cut right off.
  04# A make-shift raft has been washed ashore.
  There is no sign of its owner, but a length of rope
  has been tied to it (3d6 feet of nylon rope).
  05# The characters disturb a swarm of seagulls.
  The birds will fly over them in circles for a while
  and scream angrily. The noise is likely to attract
  nearby predators, and there is 50% chance that
  the PC will have an encounter with #02 a group
  of  mangy  Higher  Baboons,  11#  male
  Cockroachoids, 12# a group of Fishmen or 20#
  Mutant Scavengers (GM´s choice).
  06# The wreck of a small yacht promises loot
  (and actually contains 2d6 days worth of dried
  rations and 3d6 x3 gp in easily salvageable engine
  parts), but is also home to an algae version of the
  Brain  Plant (1d4+2)  and  its  faithful  guardian,  a
  Giant Crab.
  07# The remains of a large trawl net is found.
  The net may be cut into more manageable pieces
  (2d6 items; 2d6 gp each item if sold in a fishing
  village), but doing so takes time. Enough time for
  another random encounter (possibly with  12# a
  group of Fishmen).
  08# A large field of junk with 1d4+1 items from
  the  Gizmo-Table  that  may  be  found  after  a
  Search (one by one, 1 out of 6 chance), but it is
  also  home  to  a  Carcass  Scavenger that  will
  Surprise the  PC  after  the  second  turn  of
  searching.
  09# 1d6 Chitterlings slither around in the trash.
  10# 2d6 55-gallon plastic drum barrels have
  been washed ashore. They contain… (d6):
  (1) Drinkable water
  (2) Chemicals used for dying (55 gp per barrel)
  (3) Biohazard-Class waste products (Save vs 
  Poison or the character loses 2d6 hit points over 
  the same amount of hours). 
  (4) Industrial grade vinegar (100 gp per barrel) 
  (5) Diesel fuel for ship engines (up to the GM) 
  (6) Empty! Those were never used and are 
  thereby clean on the inside (2d6 gp a piece).
  11# 1d4+1 male Cockroachoids sift through the
  junk in hope to find something to impress their
  queen.  They  speak  the  human  language  and
  -may- be a peaceful encounter (Random Reaction
  Roll:  “Indifferent” means  that  they  will  try  to
  stalk  the  characters  to  attack  if  THEY  find
  something nice). 
  12# A group of 2d6 Fishmen, all armed with
  spears. They scout the beach from the water and
  will follow the characters along the shore line as
  they wait for a good opportunity to attack them
  (the  PC  cannot  Surprise them,  but  they  can
  Surprise the PC).
  13# The smell of rotting fish will fill the PC´s
  noses even before they hear the deep buzzing of
  mutant  insect  wings.  1D6+2  Giant  Carnivorous
  Flies gather on the carcass of some gigantic fish-
  mutant-thingy at the shore.
   
  They  are  so  focused  on  their  feast  that  the
  characters  may  Surprise them  easily,  or  just
  sneak past them. 
  
  14# A nasty breed of roaches has formed an
  Insect Swarm that will attack the characters unless
  they note the sudden increase of crawlers around
  them  (check for Surprise) and flee the area. If they
  do, they will be Surprised by their next encounter
  (if it is a monster).
  15# The remains of an old lifeboat rests on the
  shore. While it suffered some damage, it may be
  returned to service with a few days of work… if
  one can haul it from the beach or bring a repair
  crew here (350 GP if sold after being repaired, far
  less if just the location is sold as information). 
  16# A barrel full of used power cells, perhaps a
  hundred  of  them!  Roll  a  d10  per  cell  that  a
  character  tries  to  use:  1-2  means  that  it  was
  thrown away with 1-2% of the original charge still
  left (usually, this means two or three days of use),
  otherwise the cell is empty. Even those that still
  have power may fail with a 1 out of 6 chance after
  3d6 turns of use (check once per adventure). 
  17# An advanced breathing apparatus. It looks
  to be intact, but is a  Condition 3 Item:  check for
  condition after 1d6 turns of use. Furthermore,
  everyone  who  puts  it  on  must  pass  a  Saving
  Throw vs. Poison or is going to suffer a nasty skin
  rash that will reduce Charisma by two points for
  the next 2d6 days. 
  18#  A  ship  wreck  with  rusty-but-valuable
  metal  junk:  a  total  of  2d6+2  “items”  may  be
  scavenged from it, each item is worth 3d6 sp and
  weighs 1d4 lbs.  
  19#  3d6+6  still  usable  plastic  containers of
  different size and type (3d6 cp each). Traders will
  only pay half of that (as those are easy to get), but
  regular households in every settlement will buy
  them for what they are worth. 
  20# Mutant Scavengers, a total of 2d3 level 1
  mutants, are armed with clubs and padded armor,
  try their luck on the Junkbeach. They have not
  found much  yet (only 2d6 lbs. of rusty iron parts)
  but have 2d6 jars of xenor liquor with them  and
  are willing to trade half of them for any finds (or
  other items) of the PC. To the mutants, each jar is
  worth 10 sp and they will not part of any of it for
  less. This special blend of xeno liquor increases
  the Strength Bonus by 1 for 2d6 turns, but on a
  failed Saving Throw vs. Poison the character will
  fail any check for Surprise during this time (due
  to being drunk).
  Hey, look at this! (d20)
  Some  finds  are  peculiar,  but  worthless.  The
  following might be presented together with every
  other result of a search:
  1#
  One half of a broken helm
  2#
  A fist-sized worm casing
  3#
  A dead jellyfish the size a tire
  4#
  A rusted hover-car wreck
  5#
  An old sea mine (harmless)
  6#
  A broken paddle
  7#
  Hundreds of styrofoam flakes
  8#
  A deflated soccer ball
  9#
  An empty can of Boron Solution Spray
  10#
  Dozens of soaked cardboard boxes (empty)
  11#
  A broken windshield
  12#
  Hundreds of soaked dollar bills
  13#
  The remains of an umbrella (beyond use)
  14#
  3d6 pieces of driftwood
  15#
  Broken sun-shades
  16#
  A rusted drum barrel (empty)
  17#
  2d8 dead fish (rotten)
  18#
  3d12 thick, wine-red maggots (poisonous)
  19#
  Numerous ripped plastic carrying bags
  20#
  Lots and lots of stinking brown alga 
  
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SOURCE: textdata/thevault/Mutant Future/Mutant Future Supplemental/Welcome to Junkbeach (MuFut).pdf