TEXT: Raiders of the Mercenary Coast: Epilogue 
  As the new heroes of the Mercenary Coast survey the 
  carnage and spoils of their campaign against the raiders of the 
  Mercenary Coast they hear an unfamiliar yet insistent alarm. The PC 
  in possession of the chrono-meter will realize that the device is the 
  source of this annoying beeping. The display of the chrono-meter 
  will read, “You have 1 New Message.” Pressing any button on the 
  chrono-meter will reveal the complete message; 
  Meet me at The Captain’s Quarters Inn at Tidy 
  Island Bay.  – Swifty 
  Attached to the message is a navigational chart which indicates that 
  Tidy Island Bay is just a few miles up the coast from your current 
  location. (Up the coast of the of the Sea of Great Peril)  
  Random Encounters at the beginning of the stroll to Tidy Island Bay. 
  Roll 1d6 and apply the following: 
  1. 1d4 Bee girls 
  2. 1 Blink Beast  
  3. 1d4 Giant Ants 
  4. 1d6 Squirrel Nut Zappers  
  5. 1d6 Goblins 
  6. 1-2 Jungle Flowers 
   
                                                                                                                                                  
   
                                            
   
  1. 
  Additional members of the Better Housekeeping Bandits who 
  prevent the player characters from escaping through the country side: 
  Giggly Ham: Mutant Hobling Criminal, Level 2, HP 20, Ada. 9, 
  Dex. 16, Esp. 6, Int. 12, Lead 9, Luck 14, Magic 5, RN 9, Str. 11. 
  Mutation: Armor Piercing Fists. Sling; 1d4, Walther PPK; 1d6+1, 
  Gladius Sword; 1d6+1. Ring of Great Armoring: +35% to defense. 
  Jose Lowbottom: Mutant Hobling warrior, Level 2, HP 24, Ada. 8, 
  Dex. 14, Esp. 5, Int. 10, Lead 6, Luck 12, Magic 6, RN 12, Str. 13. 
  Mutation: Immune to known weapon temperatures. Weapons: 
  Medieval Crossbow; 1d10, Gladius Sword 1d6+1. Deflector Screen 
  Belt: +59% to defense. 
  Jimmy Sullivan: Mutant Hobling warrior, Level 2, HP 24, Ada. 9, 
  Dex. 12, Esp. 4, Int. 9, Lead 4, Luck 11, Magic 4, RN 13, Str. 13. 
  Mutations: Detachable limb and ignore gravity. Weapons: Blaster 
  Pistol; 1d10, Phasic Dagger; 3d4, Scale Mail; +45% to defense. 
  Map of the Mercenary Coast 
  
  Once the weapons are returned the hiding voice will say, 
  “Now be on your way, we will harm you no more. You may take 
  pride in knowing that you have made a profitable arrangement with 
  the Better Housekeeping Bandits. Good day.”  The remaining walk 
  to Tidy Island Bay is uneventful and you’re able to meet Swifty at 
  the Captain’s Quarters without further delay or complications.  
  Non-player Characters 
  Hunka: Wooky Warrior, Level 2, HP 22, Ada. 9, Dex. 12, Esp. 6, Int. 
  11, Lead 7, Luck 8, Magic 5, RN 9, Str. 14, +20% to Command. 
  Weapons; Medieval Crossbow 1d10, Great Mace 1d6. 
  Jed Eye: Cyclopes Psychic Agent man, Level 2, HP 16, Ada. 12, 
  Dex. 9, Esp. 16, Int. 10, Lead 8, Luck 9, Magic 6, RN 11, Str. 11. 
  Weapon; Pole Arm 1d6+2. 
  The voice in hiding and his companion: 
  Ligustrum – Male Elf Mutant Warrior – Level: 2 HP 22, Ada. 15, 
  Dex. 16, ESP. 8, Int. 12, Lead 12, Magic 9,  RN 5, Luck: 10, Str. 13. 
  Mutation: Photosynthetic Skin – Additional Mutations: Non-magical 
  Potions just perk him up! Weapons: Compound Bow @1d8+1, Elfin 
  Blade @ 2d4.  Armor: Wicker Shield; +23% to defense. 
  Indica – Female Elf Mutant warrior – Level: 2 HP: 20, Ada. 14, Dex. 
  15, ESP. 9, Int. 13, Lead 11, Magic 9, RN 5, Luck: 12, Str. 12. 
  Mutation: Photosynthetic Skin – Additional Mutations: Homing 
  Instinct; always knows direction. Weapons: Compound Bow @ 
  1d8+1, Elfin Blade @2d4. Armor: Wicker Shield; +23% to defense. 
   
                                 5. 
  The road to Tidy Island Bay is a clearly marked cart path. 
  The surrounding terrain is rocky woodland; the average width of the 
  path is seven feet. It is wide enough for two to walk abreast 
  comfortably. After the first mile you begin to descend to the coast 
  and you can see Tidy Island Bay in the distance. The descent is 
  dominated by large trees and boulders. At one point the path 
  becomes wider than normal and you all hear a shout of; “Stand and 
  deliver!” 
  As the PCs react to this order a young medium sized human 
  jumps into the path in front of them.  He is dressed in an oversized t-
  shirt and baggy denim shorts. He wears a gold chain necklace with a 
  large medallion and he is waving an automatic pistol with each 
  hand. “The man said „stand and delivery‟ an‟ you know what that 
  means, right? 
  Little Man: Human Criminal, Lvl: 1 Hp: 10, Weapons: two 9mm 
  Auto Pistols, Damage: 1d8. 
  The PCs are expected to gun down Little Man at this point. The 
  comment, “That idiot” will be heard from a hiding place in the 
  woods, immediately two arrows fly toward the two p.c.s at the head 
  of the marching order. (one arrow per p.c.)  
  At this point, the original voice will announce; “We have 
  you surrounded and outnumbered, cooperate with us and you may go 
  on your way. Throw your weapons a good two yards before you.”  
  If the players do not cooperate they will be attacked again by 
  the archers, in the trees in front of them, and by the npcs hiding in 
  the woods behind them.  
                                                       2. 
  
   If the players cooperate the voice will continue; “Remain 
  where you are and at no point turn to look behind you.” Have the 
  players roll a hearing check. If they succeed they will hear a twig 
  snap, a foot step or, possibly, a grunt behind them. The npc voice 
  will notice their reaction and remind them not to glance behind 
  them. 
  “Now gentlemen, while we continue our dialogue, kindly 
  place your remaining personal belongings on the ground at your feet. 
  Please recall that you are surrounded and outnumbered.” The player 
  characters observe their weapons floating through the air to 
  disappear behind them. The n.p.c. voice will snap, “Do not look 
  behind you!” 
  As play allows, the hidden voice will ask, “From whence do 
  you come?” Allow time for the players to respond, then the voice will 
  ask the following questions, allowing the players to respond between 
  each question; “What was your business at..…, where are you going, 
  What is your business in Tidy Island?” The NPCs will accept any 
  response to these questions as the truth. Should the players ask the 
  voice to, “show yourself” or “come out of the woods” the voice 
  should respond; “You will meet some of our companions soon 
  enough.” And, “Note some movement in the trees on each side of the 
  path. One tree is my hiding place and the adjacent tree is the hiding 
  place of a fellow archer.” 
  After the charming repartee the hiding n.p.c. voice will 
  announce, “Hunka and Jed, is our business finished here?” A 
  growling response will come from directly behind the p.c.s and they 
  will all hear a second response in their minds, “Yes, quite done.”  
                                                     3. 
  The hiding n.p.c will instruct, “You may all turn around now 
  and meet our companions Hunka and Jed.”  A Wooky and a Cyclops 
  are standing behind the group. They have apparently been sorting 
  your various possessions and your weapons are floating at shoulder 
  level around these two. “We have confiscated a portion of your 
  valuables but it is only fair that we return your weapons. For our own 
  safety we will retain your ammunition. You may want to visit Isher’s 
  Deli and Pawn to purchase ammunition while you’re visiting Tidy 
  Island,” the hiding voice explains.  
  The bandits will keep most of the party‟s treasure including, 
  only 50% of their copper pennies, all their ammo and the Bahoobie 
  Blaster. They are not interested in the message from the Horse 
  Traders, chrono-meters, poker chips or bottle caps. The bandits will 
  also confiscate any spare mutant or bionic limbs the p.c.s may 
  possess. Should the party “visit Isher‟s” seeking ammunition the 
  odds are 80% that they will  find their old ammo for sale.  
  The floating weapons now float back to the owners. The 
  Wooky helps you gather your belongings. Hunka, wears an ammo 
  belt over one shoulder and a stringed instrument over the other. He 
  wears a gold medallion of a musical note around his neck. A large 
  gold soaring eagle belt buckle holds and second ammo belt around 
  his waist. Hunka is the last known, surviving student of the 
  mummified bards.   
  The Cyclops is dressed in ragged work clothes and boots and 
  leans on a heavy walking staff. He appears to be guiding the floating 
  weapons. He will not communicate verbally but will send telepathic 
  messages such as, “Howdy, Howdy, How ya doin’,” and “Have a 
  good un.”  
                                                      4. 
  
  Look for these exciting 
  articles in phasic, issue 3! 
  Deadly secrets of Darth Viraxis 
  Reintroducing Mutations! 
  The chro-no-meter explained! 
  Tidy Island Bay: cityscape pt. I  
  Editorials and More! 
   
     Cphasic 
  
SOURCE: textdata/thevault/Encounter Critical/Phasic (EncCrit Periodical)/Phasic 2.pdf