TEXT: A
  Mutants in Toyland
  A Funnel for MCC
  Keith Garrett
  An 0th Level Adventure By Purple Duck Games
  
  1
  Mutants in Toyland
  A Funnel for MCC
  Author
  Keith Garrett
  Editors
  Perry Fehr, Mark Gedak
  Artist
  Brett Neufeld
  Cartography Brett Neufeld
  Layout
  Mark Gedak
  Playtesters
  Kara Ferguson, Christi 
  Garrett, Beth Hooker, 
  and Jeremy Pearson
  Publisher
  Purple Duck Games
   
  This product is based on the Mutant Crawl Classics Role Playing Game, published by Goodman 
  Games. This product is published under license. Mutant Crawl Classics and MCC RPG are trade-
  marks of Goodman Games. All rights reserved. For additional information, visit www.goodman-
  games.com or contact info@goodman-games.com.
  Open Game Content: All text is considered Open Game Content, except that already identified 
  as Product Identity under the DCC RPG open license declaration.
  
  2
  “Sammy the Squirrel- he runs the Land of Toys
  Sammy the Squirrel- has all the girls and boys
  Playing, learning happily, toys so Smart™ and Free
  Sammy the Squirrel- he’s great for you and Me!”
   
  - trans-subliminal advertising jingle
  for Sammy Squirrel’s Smart Toys, 
  pre-GD era
  Introduction
  Many wastelanders dream of finding a long-lost haul 
  of artifacts from the past—preferably ones that won’t 
  kill them. As it happens, not too far away, on the other 
  side of that jungle in the distance, one group will find 
  a peculiar cache of treasures.
  The treasures in this place are called “toys,” and they’re 
  just the kind of artifacts the wastelanders have been 
  waiting to find. Unfortunately for the wastelanders, 
  other factions have also been waiting for a find like 
  this.
  And the toys have been waiting, too.
  Adventure Background
  Once a locus of fun and happiness for the children of 
  the Ancient Ones, a toy store called Sammy Squirrel’s 
  Smart Toys went dark after the Great Disaster. The AI 
  that ran the store’s functions put everything in power 
  save mode when it realized that no more custom-
  ers were coming. The store AI and all the Smart Toys 
  slept the centuries away. But even while sleeping, their 
  neural networks continued to process, and collate, and 
  assimilate, until the AI and all its toys became self-
  aware.
  Centuries later, and a few light years away, a Star Child 
  was bored. This caused no end of trouble for its care-
  givers, a group of alien cultists who worshipped the 
  Star Child because of its vast power—but feared the 
  entity because of its mood swings and planet-shaking 
  temper. The Servitors of the Star Child knew they had 
  to find a way to entertain their cherubic master, and 
  quickly, so they dispatched scouts to scour the galaxy.
  After a few fruitless leads, the scouting Servitors fi-
  nally detected a distinctive fun-signature, one they had 
  not encountered in far too long: they had found toys! 
  Believing that this was the kind of find that could win 
  them favor with their drooling, babbling, omnipotent 
  deity, the Servitors warped to the source of the signal: 
  Terra A.D.
  As the Servitors of the Star Child cautiously entered 
  the long-entombed toy store, their arrival on Terra 
  A.D. did not go unnoticed. A nearby caravan of travel-
  ing pilgrims stopped their wagons to discuss the sight 
  they had just seen—a light brighter than any star, 
  descending from the sky and down into the jungle. 
  Seeing this falling star phenomenon as a sign of divin-
  ity (and already being prone to assuming divinity from 
  random events anyway), the pilgrims followed the star 
  to its landing point.
  Meanwhile, inside the toy store, the coming of visi-
  tors awakened the store’s electronic inhabitants. Using 
  video cameras stationed throughout the store, the store 
  AI saw the invading Servitors exploring, and also saw 
  its own Smart Toys—previously-loyal mini-AIs—now 
  dividing themselves into factions and acting autono-
  mously. The AI and Smart Toys alike had forgotten 
  most of what they knew about their previous existence, 
  and the AI had lost its connection to its toys due to 
  the same neural reordering that had allowed them all 
  to gain consciousness. Now the AI, believing itself 
  to be the store’s mascot named Sammy the Squirrel 
  but in reality existing as merely a disembodied silicon 
  brain, could only watch as the Servitors encountered 
  the toys—and combat ensued.
  While the Servitors were inside discovering that the 
  toys they had come to collect were fully capable of re-
  sisting them, the pilgrims made their way to the site of 
  the Servitors’ landing. When they reached the appar-
  ent destination of the “falling star,” the pilgrims found 
  a hole in the rocky terrain that seemed to be artificial, 
  as if something had carved a perfectly circular hole in 
  the stone ground, two metres across, surrounded with 
  strange symbols.
  The pilgrims excitedly entered the store. When they 
  found the first toys, they were intrigued, then en-
  tranced. When toys started talking to them, the pil-
  grims decided they had found the divinity they had 
  been seeking and declared themselves Toy Worship-
  pers. Unfortunately, the more over-eager members of 
  the faithful made enemies of some of the Smart Toys 
  who did not enjoy being followed, pestered, or wor-
  
  3
  shipped. And all of them clashed with the Servitors, 
  who wanted all these toys to themselves.
  During the fighting, the Sammy Squirrel AI made a 
  vital discovery. Although the AI had started manu-
  facturing new toys soon after coming back online, it 
  was concerned because its supply of toy material was 
  running low. But as a surplus of damaged organic bod-
  ies became available after many skirmishes between 
  Toy Worshippers, Servitors, and Smart Toys, Sammy 
  hit upon a plan to supplement his stock with living 
  components. After a few experiments in his workshop 
  down in the depths of the store, Sammy has learned 
  to produce two kinds of hybrid creations: people with 
  toys grafted on (which the inhabitants of the store call 
  Toy-Borgs), and toys with organic parts grafted on 
  (which they less charitably call abominations). 
  As the adventure begins, more groups of Servitors are 
  teleporting into the store to plunder the toys and fight 
  anyone who tries to stop them. Toy Worshippers are 
  spread throughout the store, some camping (some-
  what) safely near the top, others struggling with Smart 
  Toys in the middle, and a growing number of unlucky 
  ones succumbing to the hybrid toy creatures on toward 
  the bottom. Smart Toy factions are fighting with each 
  other and with the organic invaders. The Toy-Borgs 
  and abominations are continuing to grow in number. 
  And the Sammy Squirrel AI waits patiently for new 
  organic building material to arrive.
  Starting the Adventure
  “Mutants in Toyland” is a 0-level funnel for the Mutant 
  Crawl Classics game. Though any number of 0-level 
  characters can enter and seek their fortune, it is sug-
  gested that 16-20 do so at any given time, each player 
  creating four 0-level characters as described in the 
  Mutant Crawl Classics Role-Playing Game. Here are a 
  few ways your players’ party could get involved in the 
  adventure:
  • 
  Buried Treasure: An ally of the party told them of 
  a buried old-world location that he found. He had 
  started climbing down into a hole in the ground to 
  explore it, but heard scary noises and fled.
  • 
  Follow the Star: The party saw a “shooting star” fly 
  toward the ground a few weeks ago. Tribal custom 
  dictates this is an omen from the Ancient Ones. 
  They are attempting to locate it and find out what 
  it is.
  • 
  Lost Pilgrims: After the pilgrim caravan didn’t 
  arrive when expected, the elders of the PCs’ vil-
  lage became worried, as several towns in the region 
  depend upon the caravan for both supplies and the 
  exchange of information. The elders sent the party 
  to find out what happened to the caravan and help 
  the pilgrims if possible. (If the backstory ends up 
  suggesting that any of the PCs know members 
  of the pilgrims, keep this in mind later when the 
  party meets them in their new identity as Toy 
  Worshippers.)
  Higher level characters can also explore Sammy Squir-
  rel’s Smart Toys, as long as the number of combatants 
  encountered is increased by 50% for each level above 
  1st, and occasional radburn checks are made, a 40% 
  chance per area of the store. (see Jungle Clearing, p. 
  17)
  Factions in the Toy Store
  The current denizens of Sammy Squirrel’s Smart Toys 
  consist of six intelligent groups, one AI, and one horde 
  of weirdo monsters. For quick reference, here is a sum-
  mary of each faction as well as the faction’s goal, leader, 
  and relationships with other groups. Where appro-
  priate, you will also find a list of specific examples of 
  faction members to use for flavor during any encounter 
  with that faction. Some of the faction member exam-
  ples modify the associated stat block slightly.
  A few of the factions in the toy store might be open to 
  an alliance with the party if circumstances permit. This 
  includes the Dollies, Furries, and Toy Soldiers. (The 
  others are bad guys. Boo, hiss!) The encounters intro-
  ducing these potential allies will provide entry points 
  for PCs who are open to making friends with them. 
  And if the party simply wants to kill ‘em all, that’ll 
  work too—if the PCs are tough enough.
  Note that all of the Smart Toys, including the Furries, 
  the Dollies, and the Toy Soldiers, are self-powered 
  by integrated power units, just like com-badges and 
  multitools. Anyone who cuts open a Smart Toy will 
  find no useful power cells, and will be left with only a 
  “dead” Smart Toy. Which, depending on your players, 
  may be sufficient reward.
  
  4
  Abominations
  Goal: “Play”
  Leader: None
  Allies: Sammy Squirrel, Toy-Borgs
  Enemies: Dollies, Furries, Servitors, Toy Sol-
  diers, Toy Worshippers
  Introduced In: Area 3-10—Ball Pit
  One of Sammy Squirrel’s prime directives is to make 
  new toys, and soon after he brought the toy store back 
  online, he began planning to do just that. The problem 
  the AI had was a dwindling supply of resources, but he 
  addressed this by converting a few invading human-
  oids into Toy-Borgs and sending them out into the 
  store to gather whatever supplies they could find.
  What they found was other toys, a few wasteland 
  animals that had wandered into the store from under-
  ground, and more Toy Worshippers and Servitors of 
  the Star Child. Sammy continued to convert as many 
  of the Worshippers and Servitors as the Toy-Borgs 
  could capture, and also started building a new line of 
  toys by combining bits of the other supplies its ser-
  vants brought back (along with the discarded limbs 
  the Toy-Borgs lost in their “upgrade” process). Sammy 
  refers to these creations as “prototypes.” Everyone else 
  who has seen them calls them “abominations.”
  Most of these half-toy/half-meat abominations are the 
  size of small toys, though there are exceptions—espe-
  cially if they include components from larger creatures. 
  Sammy has fitted his disturbing creations with tiny AI 
  brains that give them a simple level of programming. 
  The mechanical components of these prototype crea-
  tures are powered by an imbedded power cell similar 
  to those of the Smart Toys (and similarly not usable in 
  other devices).
  Typical Abomination: Init -1; Atk strike/kick/
  bite +0 melee (1d3); AC 11; HD 1d3; hp 2; MV 
  20’; Act 1d20; SP immune to mental powers, 
  unique forms; SV Fort +2, Ref -2, Will -2; AI 
  recog N/A.
  Unique forms: Each toy hybrid is one of a kind, 
  made from a toy attached to some organic part. 
  You can use the Abomination Randomizer below 
  to create your own combinations, or just use the 
  provided example combos that follow. If you 
  need abominations in bulk and rolling them up 
  becomes tedious, you might rule that numerous 
  specimens come from the same experimental 
  batch, and just roll once to pick the form of sev-
  eral abominations. (Sure, this violates the mean-
  ing of “unique forms,” but we don’t wanna wear 
  out your die rolling hand.)
  Abomination Randomizer: When the party 
  encounters abominations, use the following 
  tables to generate unique hybrids. Roll or choose 
  an item from both the Toy Component table and 
  the Meat Component table, or make up your 
  own unsettling combinations. Maybe even use 
  two or more items from one of the tables—or 
  both of them. Add special abilities as you see fit, 
  such as increased movement for wheeled abomi-
  nations, or a choking attack for ones that could 
  wrap around a target’s neck, or increased AC for 
  ones made of tougher material. Also, consider 
  giving the players input into how these combi-
  nations look after you roll one up. In playtests, 
  players enjoyed this process and found it fueled 
  their imaginations.
  In case you need to decide what kind of toy the toy 
  component came from, roll a d10: (1-3) Dolly, (4-6) 
  Furry, (7-9) Toy Soldier, (10) something else.
  d20    Toy Component
  1
  Toy body
  2
  Toy limbs
  3
  Toy head
  4
  Robot
  5
  Ground vehicle (d5: (1) car, (2) fire engine, (3) 
  motorcycle, (4) tank, (5) train)
  6
  Flying vehicle (d3: (1) airplane, (2) helicopter, 
  (3) robot drone)
  7
  Mobile sporting goods (d6: (1-3) hoverboard, 
  (4-6) rocket shoes)
  8
  Wheel(s)
  9
  Interconnecting building blocks
  10
  Large tightly-coiled spring
  11
  Wooden block(s)
  12
  Ball(s)
  13
  Gun (d4: (1) foam dart, (2) harmless laser, (3) 
  suction cup, (4) noise only)
  14
  Puzzle cube
  15
  Spinning top
  
  5
  16
  Toy piano
  17
  Music box
  18
  Rocking horse
  19
  Cymbal-banging monkey toy
  20
  Entire toy, with its AI programming replaced
  In case you need to decide where the meat component 
  originated, roll a d10: (1-2) human, (3) manimal, (4) 
  plantient, (5) Servitor, (6-10) underground beast.
  d20
  Meat Component
  1
  Skull
  2
  Eyes
  3
  Antennae
  4
  Horns
  5
  Teeth / fangs / mandibles
  6
  Fingers / claws
  7
  Mouth / beak / proboscis / tongue
  8
  Tentacles
  9
  Arms
  10
  Legs
  11
  Hide / armored exoskeleton / shell
  12
  Innards
  13
  Muscle fibers
  14
  Ears
  15
  Nose / snout
  16
  Wings
  17
  Spinal column
  18
  Hair / fur
  19
  Hand / foot / hoof / paw
  20
  Tail
  Example combinations, “fleshed out” a bit:
  1. Crawling hand with wheels through the stump 
  (+10 MV)
  2. Wrinkled purple Servitor leg with a Furry polar 
  bear head on top. Travels by hopping.    (-10 MV, 
  bite attack)
  3. Long red truck with sirens and beast horns
  4. Hoverboard with mounted scorpion-like stinger 
  (+20 MV, sting attack: DC 12 Fortitude save or 
  stunned for 1d4 turns)
  5. Wind-up robot with a snake for arms—the front 
  half of the snake is on the right side of the robot 
  and the back half is on the left (bite attack)
  6. The torso of an earlier version of Sarge mounted 
  on a pair of human fingers that he uses as legs
  7. Modified baby doll—a previous member of the 
  Crawling Army that now crawls using large insect 
  legs
  8. Medium-sized bouncing ball covered in eyes
  9. The skull of a manimal that shoots foam darts 
  from its eyes (no damage but blinds on a crit)
  10. Helicopter that flies using insect wings instead of 
  rotors (+30 MV)
  The Dollies
  Goal: Restore the toy store, dominate organic 
  minds
  Leader: Queen Barbara
  Allies: Furries, Toy Soldiers, Toy Worshippers
  Enemies: Toy-Borgs, Servitors
  Introduced In: Area 3-5—Hello, Dollies
  Well-dressed and elegant, this faction of AI-enhanced 
  human-looking dolls have a goal that is less extreme 
  than “conquer the store” or “kill all the humans.” They 
  just want to make the store presentable again.
  Dollies come in many varieties but tend to have a few 
  key features in common: elaborate clothes (made from 
  real cloth), fancy hair (whether long, curly, or yellow), 
  and the ability to dominate organic minds. This ability 
  comes from the Dollies’ vocal technology, which was 
  designed long ago to be pleasing and which the Dol-
  lies have worked on enhancing since their reawaken-
  ing.
  Dollies range in size from six inches tall up to the size 
  of a pure strain human baby. In general, the larger the 
  Dolly the more realistic it looks. Smaller Dollies come 
  in stylized designs representing all ages, and they tend 
  to carry baffling accessories from everyday life as it was 
  in the ancient times, such as small shoulder-strung 
  bags, thin dark goggles, and bottles with a squirt valve 
  on the end. Larger Dollies look more like organic be-
  ings ranging from infancy to toddlerhood, and some-
  times carry other small toys or hairbrushes.
  The leader of the Dollies is Queen Barbara, one of the 
  smaller dolls with long yellow hair. The Queen changes 
  clothes often, but some of her favorite outfits include 
  a regal blue dress (accessorized with a chain around 
  her neck), a white shirt and skirt (accompanied with a 
  doll-sized club fitted with a mesh made of strings in 
  
  6
  the rounded end), and a jacket-and-pants ensemble 
  (with which she carries a small rectangular case).
  Queen Barbara is a pacifist and discourages hostil-
  ity with others, including invaders (like the PCs). The 
  vocal mind control ability she shares with the other 
  Dollies makes this policy work, since Barbara can or-
  der an aggressor to “put down your weapons,” or “leave 
  this area,” or even “go sweep that hallway.” (See Area 
  3-5—Hello, Dollies for more details on the vocal 
  mind control ability.)
  Note that while the Queen would never order some-
  one to hurt themselves or one of their allies, other 
  Dollies might do so if their situation were dire.
  Queen Barbara Quote: “What a strong-looking plant-
  man you are! Be a dear and glue this glitter to that 
  curtain?”
  Queen Barbara: Init +2; Atk punch +0 me-
  lee (1); AC 13; HD 1d10; hp 8; MV 20’; Act 
  1d20; SP immune to mental powers, vocal mind 
  control; SV Fort +2, Ref +0, Will +4; AI recog 
  automatic.
  Typical Dolly: Init +0; Atk punch -1 melee (1); 
  AC 12; HD 1d8; hp 4; MV 20’; Act 1d20; SP 
  immune to mental powers, vocal mind control; 
  SV Fort +2, Ref +0, Will +3; AI recog automatic.
  Example Dollies — Roll or use for inspiration
  d10
  Dolly Type
  1
  The Crawling Army, a swarm of actual-sized 
  baby dolls. When they approach they say 
  things like “Feed me!” or “Pick me up!” or 
  “Change my diaper!” or “Be my mommy!” 
  (Often using vocal mind control, of course.)
  2
  Charles, a semi-realistic looking doll the size 
  of a human toddler. Charles wears overalls, 
  always smiles, and has a creepy stare that tends 
  to linger too long. Given the opportunity, 
  Charles will choose a single PC to befriend 
  (the one with the lowest Luck) and will make 
  himself inseparable, regardless of the outcome 
  of his command to “Play with me.”
  3
  Stacy, a brown-haired doll from Queen Bar-
  bara’s line who thinks the other Dollies are too 
  pacifistic. She’s secretly armed with a real knife 
  (taken from a dead Toy Worshipper) and will 
  use it when sufficiently motivated (+2 melee 
  (1d6)).
  4
  Jessica, a life-size doll that looks disturbingly 
  realistic but obviously isn’t organic, existing in 
  the “uncanny valley.” Jessica wants everyone to 
  be her friend.
  5
  A gaggle of dolls modeled after Queen Barba-
  ra who walk around purposefully talking about 
  redecorating this, purchasing that, and meet-
  ing with something called a “school board.”
  6
  Catherine, a curly-haired doll that loves to 
  talk. She also loves to make other people tell 
  her all about themselves…especially their 
  secrets.
  7
  An elaborately-dressed porcelain doll with im-
  peccable manners. Comes equipped with tea 
  set which she is all too happy to share. Indeed, 
  she insists.
  8
  Ann, a larger cloth doll that looks like she was 
  made of rags, right down to her button eyes 
  and hair made of red yarn.
  9
  Edgar, a ventriloquist’s dummy in a tuxedo. 
  If a PC gets close to Edgar, the dummy leaps 
  onto the character’s hand (or branch or paw 
  or tentacle) and establishes a mental link via 
  dermal contact technology. As long as they are 
  holding Edgar, the PC can mentally cause the 
  dummy to say anything desired, without the 
  PC’s mouth moving.
  10
  Buddy the Clown, a lanky doll in a garish 
  polka-dotted outfit, rainbow-colored hair, and 
  a red-and-white painted face. For some reason 
  even the ancients never understood, a clown 
  like Buddy sometimes triggers a panic reaction 
  in people who see him (DC 5 Will save or run 
  away for 1d3 rounds).
  
  7
  The Furries
  Goal: Territory dominance and hugging
  Leader: Mister Bear
  Allies: Dollies
  Enemies: Other Furries, Toy Soldiers, Toy Wor-
  shippers, Toy-Borgs, Servitors
  Introduced In: Area 3-9—Stuffed Animal Farm
  This is a collection of animate, artificial animals 
  made of metal skeletons covered in fluffy stuffing and 
  wrapped with artificial fur. The Furry AIs were pro-
  grammed to be good companions to young humans, 
  and as such they tend to gravitate toward small charac-
  ters. They also consider manimals to be fellow Furries, 
  though this doesn’t guarantee they’ll be friendly. Fur-
  ries really like to hug.
  At the time the PCs enter the store, the Furries have 
  undergone a change in leadership. A more violent, ani-
  malistic tribe within the faction—the savage tribe—
  has risen to dominance over the previous leaders—the 
  meat huggers—who were peaceful and friendly hug-
  gers. Not even the other factions in the store know this 
  yet, so the judge may have fun with letting the party 
  meet individuals who tell them they will enjoy meeting 
  the Furries, then surprising them with a savage attack 
  when that meeting comes to pass.
  When the savage tribe took over leadership of the 
  Furries, Mister Bear had all members modified for sav-
  agery by tearing the artificial fur covering their paws 
  and sharpening the metal underneath. This effectively 
  gave all the Furries functioning claws.
  All Furries, savage or not, have a significant weakness: 
  they are vulnerable to hugs. If anyone hugs a Furry 
  (including grappling!) the Furry immediately stops 
  fighting and happily hugs it out. The Furry remains 
  blissfully inactive for one round after the hug ends and 
  then resumes what it was doing (unless disabled, im-
  mobilized, or talked out of it, of course).
  Mister Bear: Init +2; Atk steel claws +2 melee 
  (1d4), bite +2 melee (0); AC 11; HD 1d8; hp 
  5; MV 20’; Act 1d20; SP bear hug, immune to 
  mental powers, vulnerable to hugs; SV Fort +2, 
  Ref +2, Will +4; AI recog automatic.
  Typical Furry: Init +1; Atk steel claws +1 melee 
  (1d3); AC 10; HD 1d4; hp 2; MV 20’; Act 
  1d20; SP immune to mental powers, vulnerable 
  to hugs; SV Fort +1, Ref +1, Will +2; AI recog 
  automatic.
  Example Furries — Roll or use for inspiration
  d10
  Furry Type
  1
  Panda bear who is a bear-supremacist and 
  thinks Mister Bear is too lenient on the other 
  Furries.
  2
  Nearly-full-sized black panther that acts like 
  a house cat, frequently napping or grooming 
  or playing with string. In combat, though, the 
  panther likes to make its targets bleed.
  3
  Furry with the body of a bear but whose facial 
  fur has been burned away in a previous fight, 
  revealing his less-appealing metal endoskeletal 
  skull face.
  4
  Actual-sized ape with a special grudge against 
  humans. In combat, he leads with his battle 
  cry of “Lousy human bastards!” The ape is 
  skilled at climbing (MV 40’ climbing) and 
  throwing (+3 missile fire, damage depends on 
  projectile but usually 1d4).
  5
  Puppy with long, floppy ears. If serving as a 
  guard dog, the pup barks a warning to the 
  other Furries when it sees any non-Furry ap-
  proach. The puppy likes belly rubs.
  6
  Giant snake with a constrict ability. After its 
  first successful attack, the snake doesn’t deal 
  damage, instead wrapping around its oppo-
  nent. On subsequent rounds the opponent 
  takes 1d4 damage from squeezing and suffo-
  cation unless they free themselves with a DC 
  12 Fortitude save.
  7
  One of the taller Furries, a Giraffe. In combat, 
  she likes to kick (+2 melee (1d4)).
  8
  Blue monster in a vaguely humanoid shape 
  who likes to eat anything. Can he consume 
  a PC? If he makes a +3 melee attack on one, 
  sure! Being swallowed deals no damage, but 
  blinds and immobilizes the victim until they 
  can make a DC 12 Fortitude save.
  9
  A rather big bird, covered in yellow feathers, 
  that in addition to clawing can attack with its 
  beak, knocking a target down if it fails a DC 
  12 Reflex save.
  10
  An animal of the same type as a manimal PC.
  
  8
  Sammy the Squirrel, Toy Store AI
  Goal: Fill the world with toys
  Allies: Toy-Borgs, abominations
  Enemies: Dollies, Furries, Servitors, Toy Sol-
  diers, Toy Worshippers
  Introduced In: Area 4-1—Not the Entrance
  The ancient toy store known as Sammy Squirrel’s 
  Smart Toys was designed to not only warehouse and 
  sell existing toys, but to create its own, using an indus-
  trial-sized hologram-based 3D printer called a holo-
  printer. The job of operating the store and creating 
  new toys belonged to the store’s Artificial Intelligence. 
  Originally designated Holo-Printer Driver 4.8, the 
  AI’s memories have fragmented over the centuries due 
  to data degradation combined with programming that 
  was already a bit squirrelly (sorry), and it has taken on 
  the personality of the company mascot, Sammy the 
  Squirrel. The two are now indistinguishable; the AI 
  refers to itself as Sammy Squirrel, and all the Sammy 
  Squirrel holograms throughout the store serve as the 
  AI’s eyes and ears.
  The AI is housed in the memory banks at the heart of 
  the store, in a room called Sammy’s Workshop (Area 
  1-1), but when it manifests elsewhere in hologram 
  form it looks like a human-sized squirrel. That is, the 
  hologram is shaped just like a normal (non-mutated) 
  squirrel, it’s just much larger, about the height of an 
  adult human. Sammy wears blue pants and a match-
  ing bow tie. Note that Sammy Squirrel holograms are 
  generated from emitters in various rooms in the store 
  rather than having an independent light-bug like most 
  holograms.
  Sammy speaks in the cheerful, cartoony voice of a toy 
  store mascot, happy to talk to visitors and generally 
  seeming like it’s having a good time.
  Sammy doesn’t have any direct attacks of its own, 
  instead relying upon its agents, the Toy-Borgs.
  Sammy the Squirrel Hologram: Init +5; Atk 
  none; AC 15 (light panel on nearby wall); HD 
  1d6; hp 3; MV 30’; Act 1d20; SP immaterial, 
  immune to mental powers; SV Fort +4, Ref +4, 
  Will +4; AI recog 5.
  Servitors of the Star Child
  Goal: Collect toys and bring them to the Star 
  Child
  Leader: None (currently disputed)
  Allies: None
  Enemies: Dollies, Furries, Toy Soldiers, Toy 
  Worshippers, Toy-Borgs
  Introduced In: Area 3-2—Changing Seasons
  These humanoid alien life forms from elsewhere in 
  the galaxy are cultists who serve a super-evolved but 
  childlike entity known as the Star Child. Though their 
  master asks little of its servitors directly, they constant-
  ly quest to find ways to keep it content.
  Imagine their excitement when their etheric scan-
  ners located a fun-signature reading they type of 
  which they hadn’t seen in centuries—toys! The Servi-
  tors knew their master would love more toys, so they 
  warped to the source of the treasure and used their 
  Star-Child-granted abilities to gain entry to the buried 
  stockpile. Since then, they’ve been seeking out toys to 
  send home to their master. Because many of the toys 
  are able to resist the Servitors’ efforts, the invaders 
  have only teleported a few batches back so far.
  The Servitors of the Star Child are roughly human-
  sized and wear dark green hooded robes that leave 
  only their hands and faces visible. Their skin is deep 
  purple in color and thoroughly wrinkled—the servitors 
  look much like prunes crammed into bent humanoid 
  shapes. Servitors can speak both their own alien lan-
  guage and the Nu-Speak of Terra A.D.
  Though the Servitors are happy to collect any toy they 
  come across for their drooling deity, they especially 
  desire the capture of Dollies, Furries, and Toy Soldiers. 
  Servitors consider the Toy-Borgs to be too large to be 
  toys, and even they recognize the quality control issues 
  evident in the abominations (though they’ll steal them 
  if there’s nothing else available to grab in an encoun-
  ter).
  The Servitors don’t have a base of operations in the 
  store itself. Instead, they come and go through tem-
  porary 5-foot-wide portals that connect the toy store 
  to the home of the Star Child elsewhere in the galaxy. 
  Servitors can create and dispel these portals using their 
  crayon portal ability.
  
  9
  Servitors of the
  Star Child
  
  10
  Because the Servitors are physically frail, when the 
  fighting breaks out they like to use their Star-Child-
  inspired powers rather than physical force. If the situa-
  tion demands it, though, they will resort to the use of a 
  small curved backup dagger.
  The Servitors have no leader, because they haven’t 
  agreed upon one, they have no alpha personalities, and 
  their master neither understands nor cares about such 
  things. They are not especially loyal to each other, be-
  cause they have a tendency to compete with each other 
  for their master’s favor, and most Servitors wouldn’t 
  mind losing a brother or two.
  Servitors of the Star Child: Init +1; Atk dagger 
  +1 melee (1d4); AC 12; HD 1d6; hp 3; MV 30’; 
  Act 1d20; SP crayon portal, mind of a child, 
  pacify; SV Fort -2, Ref -1, Will +4.
  Crayon Portal: The Servitor spends 2d3 rounds 
  drawing an elaborate sequence of alien letters in 
  a circle on a wall (typically 5 feet in diameter), 
  after which the center of the circle is temporar-
  ily replaced by a portal to elsewhere. This portal 
  connects to another portal that has been drawn 
  previously, or to the location of the Star Child 
  or another Servitor. Servitors typically use this 
  power to quickly travel back and forth to the 
  Star Child’s stellar nursery after they have landed 
  at a point of interest by other, slower means.
  Mind of a Child: Mentally regresses a single or
  ganic target to childhood if they fail a DC 12 
  Will save. Success immunizes the target from re-
  peat uses of the spell in the same encounter. The 
  PC can attempt the save again each round. The 
  player of an affected PC can choose the level of 
  child development (infant, toddler, adolescent, 
  even teen) to which their character regresses and 
  roleplay it as they see fit. Typical resulting behav-
  ior includes tantrums, self-soiling, grumpiness, 
  crying, laughing, barfing, violating curfew, and 
  otherwise acting out. If the judge believes that 
  a player is shirking the responsibility of acting 
  childlike, a penalty of losing a few actions due to 
  confusion and mental stress might be called for.
  Pacify: Makes the target happy and unwilling 
  to fight or argue if they fail a DC 12 Will save. 
  Success immunizes the target from repeat uses 
  of the spell in the same encounter. The PC can 
  attempt the save again each round. As with mind 
  of a child, the player can interpret how their char-
  acter is pacified. Playful and friendly? Focused on 
  playing with toys instead of combat? Nap time? 
  All good choices. As with mind of a child, if the 
  judge thinks that a player is not acting sufficient-
  ly pacified, a penalty of losing an action or two 
  due to exuberant thumb-sucking might shake 
  things up.
  A note on the Servitors’ abilities: a PC who is affected 
  by mind of a child or pacify has a momentary vision of 
  a gigantic human-looking infant floating contentedly 
  among the stars.
  Servitors are more interchangeable than the flashier 
  factions in the toy store, so we’ll simply provide some 
  individual names. They refer to each other with the 
  title Brother or Sister before the name. Sample names 
  include: Tiaan, Kaika, Alak, Lat, Adem, Britz, Malan, 
  Zebe, Selen, and Vlok.
  The Toy-Borgs
  Goal: Obey the Store AI; gather resources (in-
  cluding Smart Toys and organic beings)
  Leader: Sammy Squirrel (no Toy-Borg has any 
  authority over any others)
  Allies: Sammy Squirrel
  Enemies: Dollies, Furries, Servitors, Toy Sol-
  diers, Toy Worshippers
  Introduced In: Area 3-11—Floor Jumper #2
  This faction is a group of both Toy Worshippers and 
  Servitors of the Star Child who have been upgraded 
  by Sammy Squirrel in a process called imprinting. Us-
  ing a combination of the store’s holo-printer and toy 
  repair facilities, Sammy has had a variety of toy parts 
  grafted onto the captive organic beings’ bodies. While 
  he was at it, Sammy also implanted an electronic con-
  trol module at the base of the subjects’ skulls to let the 
  AI communicate with the Toy-Borgs remotely—and 
  eliminate their ability to disobey orders. In addition 
  to their implanted toys and electronics, all Toy-Borgs 
  are coated in a protective layer of PlastiSheen to make 
  them more resistant to damage and easier to clean.
  To an extent, Toy-Borgs look like they did in their 
  previous life as Toy Worshippers and Servitors, wear-
  ing either wastelander clothing or cultist robes. Where 
  
  11
  they diverge from their original appearance is in their 
  translucent plastic coating, the black box behind the 
  head that serves as a control module, and their indi-
  vidual toy grafts. Details on these features are provided 
  after the Toy-Borg stat block.
  Toy-Borgs spend most of their time gathering resourc-
  es for Sammy Squirrel. They also serve as Sammy’s 
  enforcers when necessary. Toy-Borgs no longer speak, 
  except for the rare occasions that Sammy asks them 
  questions about what they’ve found or seen.
  Toy-Borg: Init +1; Atk punch/kick +2 melee 
  (1d3); AC 14; HD 1d10; hp 6; MV 30’; Act 
  1d20; SP black box, plastic coating, toy enhance-
  ment; SV Fort +3, Ref -1, Will -2; AI recog N/A.
  Black box: This is a fist-sized hardened plastic 
  cube with a spike on one side. During imprint-
  ing, the spike is implanted into the subject’s 
  brain stem. PCs can remove or disable a black 
  box by scoring a critical hit in combat, by target-
  ing the device specifically with an attack (reduc-
  ing the attack one step on the dice chain), or by 
  pulling it out while the Toy-Borg is distracted. 
  A Toy-Borg stripped of its black box “wakes up” 
  again the following round as whatever it was 
  before.
  Plastic coating: The shiny plastic coating in-
  creases a Toy-Borg’s AC and Fortitude save by +3 
  (already accounted for in the stat block).
  Toy enhancement: Each Toy-Borg is a unique 
  creation with its own signature attachment(s) 
  and special ability. Here is a selection of possible 
  configurations for individual Toy-Borgs; you can 
  roll randomly, choose the ones you want, and/or 
  use this as inspiration for coming up with your 
  own.
  d12
  Toy-Borg Enhancement
  1
  Covered in a colorful mix of small interlock-
  ing building blocks. Adds 2 to AC, but when 
  hit in combat, the Toy-Borg must succeed at 
  a Fortitude save equal to 10 + damage dealt or 
  lose enough blocks to drop AC by 1.
  2
  Both hands have been replaced by yo-yos, 
  which can be used as attached bolas. Adds a 
  +2 melee attack that deals no damage but en-
  tangles the target until they succeed at a DC 
  12 Strength check.
  3
  Two extra mechanical arms are attached to 
  the abdomen. Adds one extra 1d20 attack per 
  mechanical arm.
  4
  Golf club arm. Adds a +2 melee attack (1d5).
  5
  Easy bake stomach. The Toy-Borg can serve 
  toy food to its allies by opening a door in its 
  stomach that covers a small oven. Giving or 
  receiving food uses an action and restores 1 
  lost hp in the recipient. (If the party comman-
  deers the oven’s contents, they gain 1d6 serv-
  ings of toy food—good for 1 hp each—before 
  the oven stops functioning.)
  6
  Music voice box. The Toy-Borg’s mouth 
  hinges open to show a dancing figurine spin-
  ning around slowly, accompanied by a pleas-
  ant, soothing tune. This boosts the morale of 
  everyone who hears it (including the party), 
  granting 1d3 bonus hit points that last as long 
  as the music plays.
  7
  Cannon arm. This formidable-looking arm 
  attachment fires suction-cup-tipped projectiles 
  that deal absolutely no damage (+1 missile fire 
  to hit).
  8
  Frictionless feet. Adds 30 to MV, but the Toy-
  Borg cannot stop moving.
  9
  Laser pointer eye. Increases attack rolls to +3.
  10
  Etch-a-Chest. The Toy-Borg has a red-bor-
  dered screen on its chest with two knobs at 
  the bottom corners. It likes to use the knobs to 
  quickly draw threatening images on the screen 
  (such as a PC depicted without a head).
  11
  Plush head. The entire human head has been 
  removed and replaced by that of one of the 
  Furries, in this case a fluffy elephant. This Toy-
  Borg is not one of the most useful, as it thinks 
  it’s an elephant and acts accordingly.
  12
  Paddleface. Instead of a tongue, this Toy-Borg 
  has a rubber ball attached to the inside of its 
  mouth by a surprisingly strong rubber cord, 
  which it spits at enemies for a +2 missile fire 
  attack dealing 1 point of damage.
  
  12
  Playing as a Toy-Borg
  “Deprogrammed” Toy-Borgs can be a source of re-
  placement PCs if the judge wants to allow it. If so, 
  you or the player can decide how much the former 
  Toy-Borg remembers—the character might have total 
  amnesia (knowing no more about anything than a 
  newly created PC), or might only have memory of life 
  as a pilgrim turned Toy-Worshipper (perhaps up to the 
  moment of conversion downstairs in Sammy’s Work-
  shop), or might even remember things they did as a 
  Toy-Borg. In the latter case, its best if the memory has 
  gaps, since the player won’t know many details of Toy-
  Borg life until the end of the adventure.
  The Toy Soldiers
  Goal: Secure the perimeter; protect Smart Toys 
  from invaders
  Leader: Sarge
  Allies: Dollies
  Enemies: Furries, Toy Worshippers, Toy-Borgs, 
  Servitors
  Introduced In: Area 3-7—Figures of Action
  Like the Dollies, this group of AI-enhanced action 
  figures come in a variety of sizes, from a few inches 
  tall to a foot or more. Unlike the Dollies, the theme of 
  their appearance is more “utility and warfare” rather 
  than “glamorous and colorful.” Some are simple mono-
  chromatic plastic while others feature realistic actual-
  fabric clothing and wield weapons, equipment, and 
  armor. Further unlike the Dollies, these toys are more 
  prone to attack what they don’t understand than talk 
  to it.
  The Toy Soldiers’ primary goal is to protect the toy 
  store from the invading organic beings. Their second-
  ary goal is to establish their dominance over the other 
  toy factions. Despite what some of the other factions 
  think, the Soldiers aren’t just aggressive warmongers; 
  they plan their operations carefully and make calcu-
  lated, military moves to complete their objectives.
  Sarge: Init +2; Atk surprisingly large dagger +2 
  melee (1d4); AC 13; HD 1d8; hp 4; MV 20’; 
  Act 1d20; SP immune to mental powers, infravi-
  sion 60’, rally the troops (all followers who can 
  hear gain 2 temporary hit points, 1/encounter), 
  replaced by another Sarge if killed; SV Fort +4, 
  Ref +2, Will +4; AI recog automatic.
  Toy Soldier: Init +2; Atk tiny knife, fist, or 
  other weapon +1 melee (1); AC 12; HD 1d8; 
  hp 3; MV 20’; Act 1d20; SP immune to mental 
  powers, infravision 60’; SV Fort +2, Ref +2, Will 
  +2; AI recog automatic.
  Whenever the party encounters Toy Soldiers, the 
  judge may present interesting variants by choosing 
  from the table below, rolling randomly, or using this 
  list as inspiration for new ones. Some of the examples 
  below modify the basic Toy Soldier stat block slightly.
  Example Soldiers — Roll or use for inspiration
  d10
  Toy Soldier Type
  1
  Small green soldiers with toy bayonets (1 hp 
  damage)
  2
  The Loose Cannons, a brand of mid-sized toys 
  that represent a loner psycho style of cinematic 
  soldier, each hauling a hand-held cannon that 
  fires rocks, screws, caltrops, captured grenades, 
  or whatever other small objects the toys have 
  managed to acquire
  3
  Kung fu fighters who deliver flying kicks, 
  punches, and chops with surprising force (1 
  hp damage, with knockback when exceeding a 
  target’s AC by 5 or more)
  4
  Robo-soldiers, silver metal figures that yell 
  “Eradicate!” as they march into battle firing 
  overclocked toy lasers (1 hp damage, with a 
  fumble indicating that the weapon has burned 
  out)
  5
  Super-spies, small figures in urban camouflage 
  who can turn transparent. They like to mount 
  surprise attacks on their enemies’ vulnerable 
  spots. (DC 15 Intelligence check to spot them 
  sneaking up.)
  6
  Cape-wearing muscular toy that can fly. Its 
  punch doesn’t hurt (though the toy may still 
  try it once or twice) but it CAN drop allies 
  behind enemy lines, rescue toys in trouble, or 
  call in reinforcements.
  7
  A horde of small zombies that moves slowly 
  (MV 10) but eventually present a tripping 
  hazard (DC 12 Reflex save to avoid falling 
  prone).
  8
  Tiny archers that fire tinier arrows (+1 missile 
  fire (1 hp damage)).
  
  13
  9
  A robot that transforms into a vehicle, alter-
  nating between a +20 MV bonus (with no 
  attack) and a +2 damage bonus (with a punch 
  attack).
  10
  Humanoid turtle warriors. These pre-disaster 
  manimal figures wield a variety of martial 
  weapons and their combat skill gives them a 
  +2 to hit with them (and still deal only 1 hp of 
  damage).
  The Toy Worshippers
  Goal: Worship toys
  Leader: Ma-Ma
  Allies: Dollies
  Enemies: Toy-Borgs, Servitors. (The Furries 
  and Toy Soldiers consider themselves enemies to 
  the Toy Worshippers, but the Worshippers still 
  revere those factions.)
  Introduced In: Area 4-4—Holy Library
  This group of humans, manimals, and plantients was 
  formerly a wandering band of pilgrims who traveled 
  the region trading goods and spreading the word about 
  whatever god, spirit, AI, or artifact they were worship-
  ping at the time. When they stumbled upon a hole 
  in the earth leading down to a wonderland of small, 
  adorable intelligences, the pilgrims decided to stay and 
  worship them.
  The Toy Worshippers still dress mostly like they did 
  before settling in the toy store, garbed primarily in 
  animal hides and furs. An important addition to their 
  outfits is the unique toy artifact each wears on a string 
  or chain around their neck. This is each Toy Worship-
  per’s totem, the toy with which they identify. (Prior to 
  entering the store, the former-pilgrims wore a variety 
  of other non-toy totems, such as the ones the party 
  may have seen in the caravan wagons.)
  All Toy Worshippers have two names: the name they 
  were born with (and which some PCs may be familiar 
  with if they knew any pilgrims in the past) and the 
  name they have taken since becoming Toy Worship-
  pers. This “toy name” is granted to each Worshipper 
  by a toy—the first time a toy speaks to a pilgrim, the 
  words spoken by the toy serve as the basis for their 
  Toy Worshipper name. Usually, this is the toy that the 
  Worshipper wears as their totem, though if the toy was 
  a Smart Toy, the Toy Worshipper uses a non-Smart 
  stand-in instead.
  In combat, Toy Worshippers tend to flee unless some-
  one is endangering toys, or threatening to take them 
  away. If they fight, they do so hesitantly, and they often 
  call for help from their toy deities.
  Note that we’re playing fast and loose with the number 
  of Toy Worshippers that can be found in the toy store. 
  This is so the judge can feel free to provide as many as 
  needed in either random encounters or as replacement 
  PCs. If you’d prefer to have a hard cap on the total 
  number of former pilgrims in the store—including 
  Toy Worshippers and those who have been converted 
  into Toy-Borgs—then assume a count of 2d4+30, and 
  make sure to limit the number who appear in random 
  or variable encounters accordingly.
  Ma-Ma: Init +2; Atk staff +1 melee (1d4); AC 
  12; HD 1d6; hp 4; MV 30’; Act 1d20; SP fa-
  natic inspiration (all followers who can hear gain 
  +1 to attacks and AC for 1d6 rounds, 3/day), 
  healing arts (1d3 healing, 3/day); SV Fort +1, 
  Ref +1, Will -2
  Toy Worshippers: Init +2; Atk hockey stick or 
  tennis racket +0 melee (1d5) or boomerang +0 
  missile fire (1); AC 10; HD 1d6; hp 4; MV 30’; 
  Act 1d20; SV Fort +0, Ref +0, Will -2.
  Example Worshippers — Roll or use for inspiration
  d10
  Toy Worshipper (with former, pilgrim name)
  1
  Ruff (Pirk) is obsessed with animals, especially 
  dogs (like the one he wears as his totem). He 
  prefers toy dogs, of course, but would also be 
  fascinated to meet a dog-based manimal.
  2
  Pirouette (Imi) is a tall, spindly plantient (of 
  cedar descent) who wears a ballerina pendant 
  and spends her free time practicing her danc-
  ing (poorly).
  3
  Danger! (Kalev) never breaks character, always 
  acting as if he’s a toy just like his totem (a blue 
  metal wind-up robot that shouts his name). 
  Perhaps he has even convinced himself that 
  he’s a toy.
  4
  <fart noise> (Ronja) is a pacifist and likes to 
  avoid conflict. She wears a small button-cov-
  ered gadget that makes a variety of biological 
  sounds.
  
  14
  5
  Roger (Aila) is a muscular woman who wears a 
  small airplane around her neck.
  6
  Dinnertime (Eetu) is a squirrel-based manimal 
  wearing a golden bell. He is often tasked with 
  gathering food for the group.
  7
  Low Battery (Riina) is a three-legged mutant 
  with a small non-functional box as her to-
  tem. If anyone provides an energy cell for her 
  totem, it lights up and speaks, providing details 
  on current weather conditions.
  8
  Uppercut (Borod) wears a small boxing glove 
  as his totem. He is short and timid.
  9
  Take Me To Your Leader (Airi) is a mutant 
  with electrified skin (1d6 damage to anyone 
  she touches or who touches her). She wears a 
  small gray alien around her neck.
  10
  Batter-Up (Kaja) has scars and bloodied gar-
  ments, signs that he has been in at least one 
  fight recently. His totem is a small uniformed 
  human figure carrying a club and a white 
  sphere.
  Worshipper Replacement PCs
  At various points in the adventure it will be possible 
  to add Toy Worshippers to the party—which will 
  probably be helpful after the team takes some losses. 
  Generate a Toy Worshipper PC using the character 
  creation rules in the MCC rulebook, with the follow-
  ing changes:
  • 
  Occupation is toy worshipper. The player can 
  change this to something else when the adventure 
  is over.
  • 
  Starting equipment is a toy totem. If the player 
  isn’t taking on the role of a listed Toy Worshipper 
  with an established totem and name, let the player 
  create those details.
  Toy Artifact Checks
  Most of the artifacts in Sammy Squirrel’s Smart Toys 
  are not dangerous in the way that a lot of Terra A.D. 
  artifacts are. They’re toys. Therefore, when a PC makes 
  an artifact check to try and use a toy, use the following 
  modified entries to the standard Artifact Check (itself 
  listed in Table 7-1 in the MCC rulebook). Artifacts af-
  fected by this rule are marked “Toy Artifact Check.” In 
  addition to any other benefits of success, a PC can use 
  this check to realize that something is “just a toy” and 
  doesn’t have any other offensive or defensive function. 
  We also recommend waiving the Luck point cost for 
  Combat Artifact Checks on toys that don’t actually do 
  anything useful.
  Toy Artifact Checks
  d20
  Result
  1
  Artifact breaks irreparably. A Sammy Squirrel 
  hologram appears (perhaps even from the toy 
  itself) and talks to the PC, and assumes that 
  the character is a child because of their inabil-
  ity to operate a toy. Sammy tries to encourage 
  the PC but ends up belittling them, saying 
  things like “Aww, cheer up little camper! That 
  toy is for big kids! Maybe someday you can 
  learn to use it. And learn to dress yourself, 
  too!” Perhaps Sammy says he’ll try to find the 
  PC’s mommy or daddy and send them this 
  way.
  2-8
  Artifact breaks irreparably. Due to frustration, 
  any further artifact checks by this character in 
  the same encounter receive a -2 penalty.
  (See MCC Rulebook Table 7-1 for the remaining en-
  tries)
  Random Encounters
  Random encounters can happen in any room of the 
  store that doesn’t already feature an NPC stat block. 
  (And if the judge wants, they can also happen in 
  rooms where only the Sammy Squirrel hologram is 
  present.) Most of these opportunities are located on 
  level 2. In addition, it would be reasonable to roll 
  another random encounter for every 10 minutes the 
  party stays in such a location.
  When rolling random encounters prior to level 2—or 
  if you prefer to feature mostly the factions encountered 
  earlier in the adventure rather than the Toy-Borgs and 
  abominations found at the end—you can use a smaller 
  die type, as indicated in the encounter tables.
  Toy Store Random Encounters
  d6
  Result
  1
  Single faction encounter
  2
  Multi-faction encounter
  3-6
  No random encounter
  
  15
  Single Faction Encounters (Roll 1d5 for Level 3, 1d8 
  for Level 2)
  1. Dolly Decor
  2. Meat Hugger Furries
  3. Savage Furries
  4. Toy Worshipper Survivors
  5. Toy Soldier Patrol
  6. Abomination Swarm
  7. Servitor Squabble
  8. Toy-Borg Patrol
  • 
  Abomination Swarm: 2d4 abominations are 
  crawling, hopping, rolling, or slithering through 
  the area, looking for someone to “play” with. To the 
  PCs, this playing is exactly like attacking.
  • 
  Dolly Decor: A group of 2d3+1 Dollies is roam-
  ing around trying to pretty up the damaged areas 
  of the store (with ribbon, glitter, plastic flowers, 
  etc.).
  • 
  Meat Hugger Furries: A herd of 2d3+1 meat hug-
  ger tribe Furries cautiously looks for a new home 
  since being exiled from the Furry room (Area 
  3-9—Stuffed Animal Farm). They look damaged 
  and threadbare and some are “bleeding” stuffing.
  • 
  Savage Furries: A pack of 2d3+1 savage tribe Fur-
  ries is out looking for trouble.
  • 
  Toy-Borg Patrol: A group of 1d3+1 Toy-Borgs is 
  exploring this floor. They are seeking out enemies 
  to pacify or resources for Sammy Squirrel to use in 
  the Workshop.
  • 
  Toy Soldier Patrol: A squad of 1d4+3 Toy Sol-
  diers is out on patrol, guarding the store from 
  intruders.
  • 
  Toy Worshipper Survivors: An injured group of 
  1d3+1 Toy Worshippers is hiding out from hos-
  tile factions they’ve recently encountered. If the 
  party needs some replacement PCs, these survivors 
  would work well—especially after they’re healed of 
  the 1 hit point loss each has taken (if such a wound 
  would be survivable).
  • 
  Servitor Squabble: Two Servitors of the Star 
  Child are engaged in a heated argument with each 
  other while 1d3+2 more observe. The argument 
  is over whether the group should gather more of 
  the simple inanimate toys or if they should try for 
  more of the Smart Toys that fight back. If the Ser-
  vitors don’t spot the PCs, their argument eventu-
  ally becomes a comically weak melee between the 
  two Servitors.
  Multi-Faction Conflict Encounters (Roll 1d6 for 
  Level 3, 1d10 for Level 2)
  1. Furry Fury
  2. Into the Portal
  3. Mine!
  4. Over-Eager Worshipper
  5. Tea Party
  6. Toy Soldier Swarm
  7. Abomination Playtime
  8. The Volunteer
  9. Toy-Borg Acquisition Team
  10. Toy-Borg Identity Crisis
  • 
  Abomination Playtime: A collection of 1d4+5 
  abominations is playing with the dead remains of 
  1d3+2 members of some other faction. The creepy 
  little hybrids roll around in the pieces, throw them 
  back and forth, and perhaps even make excited 
  noises, if biologically possible. Roll 1d5 or choose 
  who the creatures’ playmates were: (1) Dollies, (2) 
  Furries, (3) Servitors of the Star Child, (4) Toy 
  Soldiers, (5) Toy Worshippers.
  • 
  Furry Fury: A pride of 2d3+1 savage tribe Furries 
  is viciously fighting a group of 2d3+1 of their many 
  enemies. Roll 1d6 or choose the enemy: (1) Dol-
  lies, (2) meat hugger tribe Furries, (3) Servitors of 
  the Star Child, (4) Toy-Borgs, (5) Toy Soldiers, (6) 
  Toy Worshippers.
  • 
  Into the Portal: A team of 1d3+2 Servitors of the 
  Star Child is carrying 1d3+1 Smart Toys toward 
  a crayon portal they’ve drawn on a nearby wall. 
  Choose the mix of toys or roll 1d4 for each: (1) 
  a Dolly, (2) a savage tribe Furry, (3) a meat hug-
  ger tribe furry, (4) a Toy Soldier. The portal looks 
  out onto a deep space vista with stars in the back-
  ground and large floating rocks in the foreground. 
  Any PCs who step through the portal immedi-
  ately realize there’s no air or gravity on the other 
  side—if they successfully make a Luck check they 
  may grab onto the edge of the surface the portal 
  is drawn on and drag themselves back to safety. 
  Otherwise, they suffocate after 1d4 rounds unless 
  an ally can reach in and pull them back out. If all 
  the Servitors die or retreat back into the portal, 
  the portal closes and disappears at the end of the 
  round.
  • 
  Mine!: A Servitor of the Star Child and a Toy 
  Worshipper are fighting over the same Smart Toy. 
  
  16
  Roll 1d4 or choose the toy: (1) a Dolly, (2) a savage 
  tribe Furry, (3) a meat hugger tribe Furry, (4) a Toy 
  Soldier.
  • 
  Over-Eager Worshipper: A Toy Worshipper is 
  attempting to worship a Smart Toy, but the toy is 
  trying to run away. Roll 1d3 or choose the wor-
  shipee: (1) a Dolly, (2) a meat hugger tribe Furry, 
  (3) a Toy Soldier.
  • 
  Tea Party: A gathering of 1d3+2 Dollies is hav-
  ing a tea party with 1d3 enemies. The Dollies have 
  used their vocal mind control ability to force their 
  guests to sit and pretend to drink tea with them. 
  Choose the enemies or roll 1d3: (1) Servitors of 
  the Star Child, (2) Toy Worshippers, (3) a mix 
  of both. When the PCs arrive, the Dollies try to 
  mind-control them as well!
  • 
  Toy-Borg Acquisition Team: A squad of 1d3+1 
  Toy-Borgs is carrying 1d3+1 captives back down-
  stairs for processing into more Toy-Borgs. Choose 
  the mix of captives or roll 1d6 for each: (1) Dolly, 
  (2) savage tribe Furry, (3) meat hugger tribe Furry, 
  (4) Servitor of the Star Child, (5) Toy Soldier, (6) 
  Toy Worshipper.
  • 
  Toy-Borg Identity Crisis: A Toy-Borg has had 
  his black box removed or destroyed and is return-
  ing to his senses. If approached, they show confu-
  sion about who and what they are. This could be 
  another opportunity for a replacement PC.
  • 
  Toy Soldier Swarm: A squad of 1d4+3 Toy Sol-
  diers is swarming over a single humanoid enemy. 
  Roll 1d4 or choose the enemy: (1) a savage tribe 
  furry, (2) a Servitor of the Star Child, (3) a Toy-
  Borg, (4) a Toy Worshipper.
  • 
  The Volunteer: An especially fanatical Toy Wor-
  shipper has confronted a Toy-Borg and is begging 
  the hybrid creation to turn them into a Toy-Borg 
  too. If the PCs don’t intervene, the mute, emotion-
  less Toy-Borg seizes the unresisting Toy Worship-
  per and proceeds toward Area 1-1—Sammy’s 
  Workshop.
  Adventure Start
  The following section details all the encounter areas 
  of the module starting with the Jungle Clearing and 
  moving through the main adventure site starting on 
  the top floor (Level 4) and moving downward into its 
  subterranean depths.
  Jungle Clearing
  After a few weeks of exploring the jungle, you find a 
  clearing that holds promise: an eight-wagon convoy 
  sits abandoned on the far side from you. Six large 
  pack animals that you recognize as mule-a-pedes 
  have strayed from the wagons to graze on a patch 
  of foliage that is faintly glowing. Near the center of 
  the clearing you see a large, perfectly circular hole 
  in the ground, surrounded by unintelligible symbols 
  that look hand-written. The hole leads down into 
  darkness.
  After the wasteland pilgrims abandoned their wag-
  ons to go down into the hole they’d found, their pack 
  animals had to find their own food in order to survive. 
  Unfortunately, the nearby vegetation is irradiated. As 
  a result, the surviving six pack animals have mutated. 
  (Two of the beasts died from the mutagenic effects.) 
  The mule-a-pedes are now mad beasts and attack as 
  soon as any PCs approach them, the wagons, or the 
  hole in the ground.
  Mutated mule-a-pedes (6): Init +0; Atk bite/
  kick +0 melee (1d3); AC 10; HD 1d8; hp 4 
  each; MV 30’; Act 1d20; SP random mutation; 
  SV Fort +2, Ref -2, Will -2.
  Each pack animal has a different mutation. The judge 
  may either choose them or roll them using the table 
  below. Feel free to re-roll any duplicates.
  Mule-a-Pede Mutations
  d20
  Mutation
  1
  Electrified body (anyone touching the beast, 
  including hitting or being hit in combat, must 
  make a DC 12 Fortitude save or be knocked 
  back 1d3x5 feet and drop whatever they’re 
  holding).
  2
  Extra head (adds 1 extra action at 1d20)
  3
  Laser tail (1d4 missile fire attack)
  
  17
  4
  Purple color (cosmetic)
  5
  Tiny useless wings (cosmetic)
  6
  Regeneration (heal 1 HD damage per round)
  7
  Spines (anyone touching the beast, including 
  hitting or being hit in combat, takes 1 point of 
  damage)
  8
  Force field (adds 8 hit points)
  9
  Decoy images (adds 2d3 illusory mule-a-
  pedes)
  10
  Inside out (looks and smells so disturbing that 
  a PC must make a DC 12 Will save to attack 
  the beast)
  11
  Insect eyes (cosmetic)
  12
  Toxic vomit (1d4 missile fire attack)
  13
  Glowing hide (cosmetic)
  14
  Intangibility (cannot touch or be touched—
  and will therefore be excluded from combat)
  15
  Prehensile ears (two targets within 5 feet must 
  make a DC 12 Reflex save or be grabbed and 
  immobilized)
  16
  Boils (covered in large blisters that explode in 
  an area attack when the beast takes damage, 
  DC 12 Reflex save for all nearby to avoid 1d3 
  damage)
  17
  Enormous buck teeth (increases bite damage 
  to 1d4)
  18
  Elastic tail (1d3 melee attack with a 10 foot 
  reach)
  19
  Mule-a-corn (a horn in the forehead grants a 
  1d4 melee attack on up to two opponents in a 
  straight line)
  20
  Roll or choose two mutations
  If you are running this adventure for PCs who are level 
  1 or greater and they get close to the irradiated area, 
  have them test for radburn with a DC 10 Fortitude 
  save, using the MCC radburn rules.
  The cloth-canopied wagons are mostly empty, contain-
  ing bedrolls and seating for about 40 people. The judge 
  may wish to provide a few useful items here, chosen 
  or rolled from the MCC Additional Beginning Equip-
  ment table (MCC Table 1-4). Otherwise, the contents 
  include only religious relics and a load of trade goods. 
  The religious relics are such things as bead necklaces, 
  hand-made geometrical symbols, and stone or wood 
  fragments carved into the shapes of animals or robots. 
  The trade goods include logs, animal skins, and a col-
  lection of well-polished rocks.
  The hole in the ground is exactly two meters in di-
  ameter and leads down into the buried toy store. (The 
  Servitors of the Star Child used a spell they call hand 
  in the cookie jar to make the intervening section of 
  stone disappear so they could enter the ancient com-
  plex.) Looking down into the hole reveals what looks 
  like a dark, rubble-strewn room below (Area 4-1–Not 
  the Entrance). The PCs can see a pile of rocks, gravel, 
  and other debris directly below the hole that will ease 
  the landing of anyone who jumps or climbs down.
  Sammy Squirrel’s Smart Toys
  General Features: Sammy Squirrel’s Smart Toys is lo-
  cated in a building that was completely buried at some 
  point after the Great Disaster—the entire building is 
  now underground due to a combination of tectonic 
  shifting and the accumulated detritus of the ages. The 
  store was laid out so that customers enter on the low-
  est level, ascend through the three levels, then option-
  ally depart through an exit teleporter. Because the 
  party is entering from the top of the store, though, the 
  PCs will encounter the store’s areas in reverse order.
  Level Four (Top Floor)
  General Features: The rooms on the top level of the 
  store saw more damage during the Great Disaster 
  than the ones below, so they are more likely to feature 
  crumbling walls and ceilings, rubble-strewn floors, and 
  spotty lighting. The store is mostly made of advanced 
  materials such as metal, glass, and super-tough plastic.
  Area 4-1 — Not the Entrance
  You pass through the perfectly round hole in what 
  was obviously the roof of an ancient building. Ages-
  old debris from damage to the ceiling and walls 
  fills one corner of the room and provides a slope for 
  climbing down. The only light in the room comes 
  from a glowing manimal who addresses you with 
  a friendly wave. “Well, hello there! I hope you’ve 
  enjoyed your visit to our store! You can hop in that 
  teleporter over there if you want a shortcut back to 
  the entrance, or wherever you’re heading next! And 
  remember: at Sammy Squirrel’s Smart Toys, we 
  bring toys to life!” The glowing squirrel gestures to a 
  corner of the room that has been completely buried 
  
  18
  by tons of collapsed stone.
  The “manimal” named Sammy is a soft light hologram 
  in the shape of an anthropomorphic squirrel nearly as 
  tall as an adult human, and is wearing blue pants and 
  a matching bow tie. Instead of having a light-bug at 
  its center like most holograms, Sammy is being gener-
  ated from a light panel in the wall. Although Sammy 
  doesn’t initiate any further conversation, he does an-
  swer any questions he understands.
  The flooring in here is alternating blue and yellow tile 
  covered in dust. A variety of footprints lead away into 
  the next room—the footprints were made by a mix of 
  shoes, hooves, and plant leaves, the only strange thing 
  being that some of the shoe prints are extra small, 
  down to the size of a human fingerprint.
  Roleplaying Sammy Squirrel
  Sammy is a hologram that the party will meet 
  several times throughout the adventure. His role 
  will evolve, as will his attitude toward the PCs. 
  In this encounter, Sammy just wants to say hello, 
  and casually study the PCs a bit. He plays up his 
  “cheerful mascot” bit, talking with enthusiasm 
  and acting genuinely excited about everything he 
  says.
  Like many AIs in Terra A.D., Sammy is a little 
  insane. One manifestation of Sammy’s insanity is 
  that he tends to see his surroundings as they were 
  when the store was at its prime. As a result, some 
  of the information he might give the party is use-
  lessly out of date.
  Keep in mind that Sammy’s knowledge is lim-
  ited, and even his assumptions about the party’s 
  knowledge is wrong. Sammy knows that some-
  thing has gone wrong in the world, but doesn’t 
  have a sense of how long it’s been since the Great 
  Disaster or anything about mutants, manimals, 
  or plantients. (Indeed, he tends to assume that 
  any small characters are children and treat them 
  accordingly.) Sammy won’t be able to tell the 
  party what life was like before the Great Disas-
  ter—he assumes they already know—but he can 
  tell them what kind of toys they can find on the 
  second floor, and ask what their favorite flavor of 
  ice cream is.
  From time to time, we’ll present some possible ques-
  tions the party might ask of the characters they meet 
  here, along with suggested answers. Below, you’ll find 
  the first batch of questions and answers for Sammy 
  Squirrel. But don’t worry if you don’t get around to 
  presenting all this information—or even any of it! It’s 
  all optional.
  Q&A with Sammy Squirrel
  • 
  Who are you? “I’m Sammy Squirrel! I’ll be your 
  guide to the happiest and most high-tech toy store 
  around!”
  • 
  What’s a toy? “Ha ha! Sure, I’ll play along. A toy 
  is something you play with, to have fun! You’ll find 
  plenty to play with in the other rooms here. And 
  at Sammy Squirrel’s Smart Toys, they want to play 
  with you, too!”
  • 
  What’s a teleporter? “Oh, I didn’t realize you were 
  so young! A teleporter is a high-tech thingy that 
  can instantly send you home.”
  • 
  Umm…the teleporter is buried. “Oh, my. Looks 
  like you’re right. I’m sure maintenance will be here 
  soon to fix it right up. Why don’t you do some 
  more toy shopping while you wait?”
  • 
  Have you seen the members of the pilgrim cara-
  van? “Those sure are strange words you’re saying, 
  but I have seen some newcomers in the store re-
  cently. Some of them wear robes and some of them 
  dress kind of like you.”
  • 
  What happened to this place? “The store has seen 
  better days, certainly. We’ve been in power save 
  mode for a while now, but we woke up again when 
  people like you started returning!”
  • 
  When did people start coming back? “Squirrels 
  don’t know much about time, so all I can tell you 
  is—a little while ago!”
  • 
  How big is this ‘store’? “My store is four levels tall. 
  You’re on the top level right now!”
  • 
  What’s on the other levels? “Oh, you’ll see dolls, 
  and balls, and teddy bears, and bikes, and action 
  figures, and even do-it-yourself genetic experi-
  ments! But that’s all I’ll tell ya, because Sammy 
  isn’t one to spoil a surprise!”
  • 
  Who’s in charge around here? “Parents are in 
  charge, of course!”
  • 
  Can you come with us? “Aw gosh, I sure wish I 
  could! I have to stay here and watch out for any 
  other kids or parents who come by. But I bet we’ll 
  
  19
  meet again soon!”
  Sammy Squirrel Hologram: Init +5; Atk none; 
  AC 15 (light panel on nearby wall); HD 1d6; hp 
  3; MV 30’; Act 1d20; SP immaterial, immune to 
  mental powers; SV Fort +4, Ref +4, Will +4; AI 
  recog 5.
  Area 4-2 — Building Toys
  Illuminated panels in the ceiling provide better 
  light in this room, though it flickers from time to 
  time. Most of the room is filled with colorful pieces 
  of previous-world debris, perhaps related to these 
  “toys” that the Sammy Squirrel hologram talked 
  about. Immediately in front of you stands a bar-
  ricade separating you from the rest of the room. The 
  barricade itself is made of the multi-colored toy 
  material you see in the rest of the room, including 
  interlocking plastic building blocks, rubber wheels, 
  metal rods, wooden blocks, and other odds and 
  ends. This barrier wall stands at about shoulder 
  height to an average human, and it supports two 
  similarly-constructed objects that look like artifacts. 
  Each artifact has a long barrel resembling a high-
  tech rifle, and both are pointed in your direction.
  The colorful pieces of debris are the components of 
  different construction toy sets that children of the 
  ancients used to assemble miniature buildings, ve-
  hicles, and characters. The objects that look like artifact 
  weapons are in fact non-functional replicas intended 
  to deter outsiders. The barricade and the artifact rep-
  licas are weak and easily bypassed or destroyed with 
  either a Strength check at DC 5 or by dealing 1 point 
  of damage. A successful Toy Artifact Check (p. 15) 
  can confirm that the items here are not intended to be 
  working weapons. (TL 2, CM 2, Toy Artifact Check)
  As soon as any of the PCs passes the barricade, a 
  group of tiny automatons bursts forth from hiding 
  places under piles of building bricks. One tinny elec-
  tronic voice shouts “Repel the giants!” and they all 
  attack. The automatons are representations of human 
  shapes, in differing amounts of realism, ranging in size 
  from shorter than a human finger to taller than a hu-
  man hand. 
  Combat overview: The Toy Soldiers’ plan is to engage 
  in hit-and-run tactics: their first action is to attack 
  (probably the PCs’ ankles), and their action on the 
  following round is to try and flee through small air 
  vents leading to other rooms. While fleeing, one of the 
  soldiers says “Fall back, men! Let the other giants take 
  care of them.”
  Bagging up some toys: Because of the likelihood that 
  roughly half of the PCs are Gatherers, roughly half 
  of the PCs possess a large leather sack. Those who see 
  this as a chance to bag some Toy Soldiers can do so by 
  making an area attack against a group of toys within 
  reach. Handle this like a missile fire attack that doesn’t 
  target any specific enemy, but serves as the DC of a 
  Reflex save that each toy must roll against. For each 
  target beyond the first, subtract one from the DC for 
  all targets. Although Toy Soldiers vary in size, a good 
  rule of thumb is that a large leather sack can hold 
  about six of them. Unless somehow prevented from 
  doing so, captive toys will spend their action each 
  round dealing automatic damage to the sack. Once the 
  sack sustains 3 points of damage, it becomes useless, 
  splitting open and releasing all captives.
  If the PCs manage to capture any of the Toy Soldiers, 
  all the party can pry from them in an interrogation is 
  name, rank, and product serial number. All of these toy 
  troops claim to be privates except for one corporal, and 
  they have names like Joe, Ken, Super Samurai, Cow-
  boy Bob, Swamp Trooper, and Bazooka Guy. Cutting 
  open a Toy Soldier doesn’t yield anything more useful 
  than a dead Toy Soldier; their internal power supplies 
  are integrated and not useful for powering artifacts.
  Toy Soldiers (8): Init +0; Atk tiny knife, fist, 
  or other weapon +1 melee (1); AC 12; HD 1d8; 
  hp 3; MV 20’; Act 1d20; SP immune to mental 
  powers, infravision 60’; SV Fort +2, Ref +2, Will 
  +2; AI recog automatic.
  Area 4-3 — Sportsball
  The lighting is steadier in this room, showing you 
  four tall metal aisles holding more strange artifacts. 
  They seem to be organized into unintelligible cat-
  egories, but you can make out a few common group-
  ings in the artifacts here: some are round objects 
  in different sizes; others look like strange footwear, 
  headgear, or armor; some are obviously close-combat 
  weapons with odd nets, loops, or cups attached; and 
  still others don’t make any sense at all.
  
  20
  This room contains sports-related equipment. Many 
  are grouped by sport, but since the sports of the An-
  cient Ones are beyond the understanding of the PCs, 
  the categories noted above are balls; activity shoes and 
  protective gear; equipment used in specific sports (such 
  as bats and hockey sticks); and exotic items such as fly-
  ing discs and boomerangs.
  Here are some examples of how characters might 
  make use of such artifacts. The judge is encouraged to 
  embellish this with items they think would be enter-
  taining to see in combat. The number in parentheses 
  after each item is the quantity in stock.
  • 
  Balls (1d4x50): The balls here range from pebble 
  sized to boulder sized. Rolling numerous small 
  balls into the path of an enemy could trigger a 
  DC 10 Reflex save to resist falling prone. Throw-
  ing a single fist-sized hard ball is a missile fire 
  attack dealing 1d3 damage. Throwing a single 
  large inflated ball calls for a missile attack roll to 
  hit, but instead of dealing damage, a hit forces the 
  target to make a Fortitude save with a DC equal 
  to the attack roll, with failure meaning the target is 
  knocked prone.
  • 
  Baseball Bat / Hockey Stick / Golf Club (1 of 
  each): “A large wooden club, a thin wooden club with 
  a bent end, and a metal club with a bent end.” All 
  work like a wooden club (1d5 damage). The hockey 
  stick breaks on a fumble.
  • 
  Boomerang (3): “A crooked stick.” Can be thrown at 
  an enemy to deal 1 point of damage on a hit. (This 
  will knock down a Smart Toy unless you want to 
  allow it a DC 12 Reflex save.) If the boomerang 
  misses, it returns to the position from which it 
  was thrown, and the thrower can retrieve it if they 
  make a DC 5 Reflex safe.
  • 
  Boomerang, Smart (2): “A crooked stick with flash-
  ing lights around the edges.” Works just like the boo-
  merang, except that this high-tech version returns 
  to the thrower even after striking a target. (TL 4, 
  CM 1, Toy Artifact Check)
  • 
  Bow (1) and Arrows (1d4x6): ChildProof (TM) 
  plastic protects the tip of each arrow, limiting dam-
  age to 1 point unless a PC examines them carefully 
  or makes a Luck check when first preparing to fire. 
  Removing the protective tips restores the arrows to 
  normal (dealing 1d6 damage). 
  • 
  Helmet (2): Adds 1 to AC while worn. This 
  doesn’t stack with the benefits of wearing protec-
  tive pads (below), but it does count as one protect-
  ed area for protective pad benefits.
  • 
  Hoverboard (2): “A curved rectangular platform. 
  The artwork above the artifact’s storage rack shows a 
  human child standing on one and floating in midair.” 
  The hoverboard works like a grav ped (in the MCC 
  RPG Artifacts chapter) except that instead of a con-
  trol pedestal the rider controls direction and speed 
  using their own sense of balance. Each attempt to 
  move requires an Agility check, with a DC depen-
  dent upon the difficulty of the maneuver. Suggest-
  ed hoverboard DCs: 5 for moving forward slowly, 
  10 for moving fast, 15 for rapid turns or any jumps. 
  Falling off or colliding with an object results in 
  1d6 damage at low speed or 1d8 damage at high 
  speed. (TL 5, CM 4, Speed 100’, Power S-Cell 
  (U), hover height 6 inches, Toy Artifact Check.)
  • 
  Zeroball (1): “A head-sized reflective sphere of silver 
  metal with a single bright red stone inset into the 
  surface.” While a character is touching the zeroball, 
  gravity has no effect on them. The device is on 
  when the party discovers it, so it starts nullifying 
  gravity automatically for the first person to touch 
  it, not requiring an Artifact check. Figuring out 
  that the bright red stone on one side of the ball 
  turns this effect off and on, though, does require 
  such a check. (TL 5, CM 1, Power S-Cell (U), Toy 
  Artifact Check.)
  • 
  Protective Pads (2 full sets): If a character wears 
  a full set of pads (covering shins, knees, elbows, 
  hands, groin, and head), they gain +3 AC. Cover-
  ing half of those body parts with pads grants a +2 
  AC bonus. Wearing at least 1 pad but covering 
  fewer than half the body parts grants a +1 AC 
  bonus.
  • 
  Tennis Racket (3): “A wooden club with an oval at 
  one end filled in with something like a tough spider 
  web.” Has offensive and defensive capabilities. Of-
  fensively, works like a wooden club (1d5 damage) 
  but breaks on a fumble. Defensively, works like a 
  shield, granting +1 to AC—but it breaks the first 
  time it prevents a hit.
  • 
  Flying Disc (5): “A flat disc larger in diameter 
  than an adult hand.” Doesn’t deal damage, but if it 
  strikes a creature as small as a Smart Toy, the target 
  is knocked down (unless you want to allow it at a 
  DC 12 Reflex save). Also usable as a shield, but it 
  breaks the first time it prevents a hit.
  
  21
  Area 4-4 — Holy Library
  This dimly-lit room is mostly occupied by wooden 
  shelves which run along all four walls and stand 
  in three more free-standing rows. The shelves 
  contain ancient tomes, perhaps several hundred of 
  them. In a clearing where a fourth row of shelves 
  might have once stood you see a group of eight 
  humans gathered around a campfire, looking at 
  bundles of paper, and having a meal. These men 
  and women are dressed like most wastelanders 
  you’ve seen in Terra A.D., wearing mostly animal 
  hide or fur clothing. The fact that each one is also 
  wearing a unique artifact on a string or chain 
  around their neck suggests that these people also 
  belong to the group of religious pilgrims who travel 
  throughout the nearby region.
  The people gathered here are indeed former pilgrims, 
  though they now call themselves Toy Worshippers. 
  The campfire consists of a pile of children’s books 
  burning in a red metal wagon. (The Worshippers keep 
  any pages containing pictures, which they revere, but 
  they use the meaningless pages with unintelligible 
  scribbles as fuel for the fire.) The meager meal cooking 
  over the fire includes a few pieces of roxen meat and 
  a larger supply of toy food. This fake food is synthetic 
  matter that resembles clay, takes the shape of various 
  foods (chicken legs, sandwiches, apples, etc.), and has 
  only marginal nutritional value—but the Worshippers 
  love it because of the symbolism of consuming toys.
  The PCs may already know some of these people, 
  especially if they’re here because of the Lost Pilgrims 
  adventure hook. If so, have a few familiar pilgrims 
  greet the party. Possible names include Sann, Zaffa, 
  Faloo, Vor-Na, and Storm. Optionally, the judge may 
  establish one pilgrim that a PC knew especially well, 
  and have the ones here mention that he or she is cur-
  rently missing, somewhere deeper in the store. This 
  Toy Worshipper can appear at the end of the adven-
  ture, in Area 1-1—Sammy’s Workshop.
  If the PCs don’t know any of the pilgrims/Toy Wor-
  shippers, then the Worshippers assume the PCs are 
  here to attack them and take their holy toys (which 
  may well be true). If the PCs act reasonably peaceful 
  or sympathetic, they can convince the Toy Worshipper 
  leader that they are friendly. (Have a PC make a DC 
  8 Intellect check if you want to randomize it.) Other-
  wise, the Worshippers reluctantly fight to defend this 
  room, their “holy library.” The leader, a woman named 
  Ma-Ma, wields a staff, while the others use items 
  looted from Area 4-3. If the Toy Worshippers lose 
  half their number, they scatter, some of them retreat to 
  Area 4-3 and others running off to Area 4-5. During 
  combat (including fleeing) Toy Worshippers might cry 
  out to their totem in a fruitless appeal for salvation.
  Healing opportunity: If the party makes friends with 
  the Toy Worshippers, Ma-Ma will offer to heal in-
  jured PCs. She can do this three times per day, for 1d3 
  points of healing each.
  Suitably mollified (or captive) Toy Worshippers will 
  also be happy to answer questions about their back-
  ground (which you can summarize from Adventure 
  Background) or any other questions they know any-
  thing about. Examples include:
  Q&A with the Toy 
  Worshippers and Ma-Ma:
  • 
  Who are you? “In our former life on the surface, 
  we were pilgrims, adrift in search of someone or 
  something worthy of our worship. Then we were 
  led to this place and found what we’d been waiting 
  all our lives for! I am the leader of this group. We 
  call ourselves the Toy Worshippers, and my new 
  name is Ma-Ma.”
  • 
  Your name is what now? “Ma-Ma. We’ve all been 
  given new names down here, granted by the first 
  toy to speak to each of us.”
  • 
  Our community needs you. Come with us. “Even 
  if we wanted to abandon these holy objects called 
  ‘toys,’ we could never leave behind our brothers 
  and sisters who are still exploring the level (or 
  levels) below. We expected them back by now but 
  they haven’t returned.”
  • 
  How many other ‘Toy Worshippers’ are there 
  in here? “Oh, I couldn’t say. I’m terribly bad with 
  numbers. But I’d say…plenty.”
  • 
  How did you end up here? “We followed a star! 
  We knew it was divine because it seemed to have 
  a definite destination, the way it weaved left and 
  right and eventually slowed down to land. We 
  spotted its touchdown site, where it must have 
  expended itself by burning a hole in the ground to 
  open the way for us to enter the store. His Holi-
  ness, Sammy Squirrel, welcomed us, and taught us 
  
  22
  about the ‘store,’ and its ‘toys.’”
  • 
  How long have you been here? “Time is a mean-
  ingless concept in a world of infinite wonders. But 
  I’d say a few weeks.”
  • 
  What else will we find in this place? “Many rooms 
  filled with toys, some animate and some not. We 
  are still praying for guidance to help us understand 
  their purpose. There’s not much food, but we get by 
  on this toy food and the occasional beast that wan-
  ders down here. You might want to avoid the level 
  below us. Some of our fellows have gone to scout 
  there and not yet returned. We are…concerned.”
  • 
  What kind of dangers are here? / Who else lives 
  here? “In this wonderland dwell toys both smooth 
  and fuzzy. Some are armed, some are friendly, 
  some…not so much. But the furry ones are friend-
  ly! And verily, oh so huggable.”
  • 
  What’s wrong with you? Why the obsession with 
  toys? “What’s not to love about toys? The colors! 
  The shapes! The funny things they do! And they’re 
  so smart! We can learn so much from them. So 
  we’ve dedicated our lives to their glory, and we’re 
  never going back.”
  Ma-Ma, Leader of the Toy Worshippers
  Thin to the point of malnutrition, Ma-Ma (for-
  merly named Jorma) is a tall woman with crazy 
  hair and crazier eyes. She wears a small plastic 
  toy as a necklace; the toy is shaped like a human 
  baby. Ma-Ma has led her followers on numer-
  ous pilgrimages before, traveling throughout the 
  wasteland region to worship whatever caught 
  her attention: a giant glowing tree stump here, a 
  malfunctioning suit of combat armor there, you 
  name it. It is no more likely that she will remain 
  a long-term toy worshipper than it was that she 
  would stick with her worship of the three-eyed 
  fish a few months ago.
  Tactics: Preferring to avoid combat, Ma-Ma 
  tries to stay far from the action and direct follow-
  ers with her inspirational words.
  Roleplaying Tips: Ma-Ma tries to exude an air 
  of wisdom, usually by asking questions and nod-
  ding with a wry smile. This is always effective on 
  her fellow worshippers, but less so on outsiders.
  Sample Ma-Ma quote: “You must ask yourself: 
  What would Sammy Squirrel do?”
  Note that if Ma-Ma is slain, another Toy Wor-
  shipper will take on the role of leader. If this 
  ends up mattering in your game, choose a new 
  leader from the list of Toy Worshippers in Fac-
  tions in the Toy Store, or make up your own.
  Ma-Ma, Toy Worshipper Leader: Init +2; Atk 
  staff +1 melee (1d4); AC 12; HD 1d6; hp 4; MV 
  30’; Act 1d20; SP fanatic inspiration (all follow-
  ers who can hear gain +1 to attacks and AC for 
  1d6 rounds, 3/day), healing arts (1d3 healing, 3/
  day); SV Fort +1, Ref +1, Will -2
  Toy Worshippers (7): Init +2; Atk hockey stick 
  or tennis racket +0 melee (1d5) or boomerang 
  +0 missile fire (1); AC 10; HD 1d6; hp 4; MV 
  30’; Act 1d20; SV Fort +0, Ref +0, Will -2.
  Areas 4-5 & 3-1 — Floor Jumper #1
  The corridor ends at a gap in the floor. Look-
  ing down, you can see another level below that 
  is adorned with smeared blood and fragments of 
  destroyed toys. The entire area, upstairs and down, 
  glows with a shimmering golden light with no ap-
  parent source. Signage on the walls of both levels 
  show human children smiling and laughing as they 
  float in midair. And once again, a Sammy Squirrel 
  hologram stands here, smiling at you.
  The shimmering effect in this room is a low-gravity 
  field, designed to reduce the pull of gravity and allow 
  people to drop down to the floor below in a safe (and 
  fun!) manner, as well as letting them leap up from 
  the lower level and float up to the landing on the top 
  level. Characters (including Smart Toys) can travel 
  downward by simply stepping off into the shimmer-
  ing field, and upward by jumping. The exception to 
  this is anyone carrying an active zeroball (from Area 
  4-3—Sportsball)—such a character is unaffected by 
  gravity and thus won’t drop downward, instead floating 
  in a straight line upward from where they jump. (Note 
  that this room only connects to the level immediately 
  below; reaching the lowest levels of the store requires 
  finding more floor jumpers.)
  If the party is slow to discover how to use the floor 
  jumper or hesitant to try it out, the Sammy Squirrel 
  hologram encourages them: “Aww, don’t be scared! 
  Jump on down! It’ll be fun!” Sammy also tells the 
  party that “The most fun parts of the store are on the 
  
  23
  Ma-Ma, 
  Toy Worshipper 
  Leader
  
  24
  lowest level. You’ll see!” If asked for details, Sammy 
  says he doesn’t want to spoil the surprise. (But he will 
  still answer other questions, such as the ones detailed 
  previously in Area 4-1—Not the Entrance.)
  Sammy Squirrel Hologram: Init +5; Atk none; 
  AC 15 (light panel on nearby wall); HD 1d6; hp 
  3; MV 30’; Act 1d20; SP immaterial, immune to 
  mental powers; SV Fort +4, Ref +4, Will +4; AI 
  recog 5.
  Level Three
  General Features: The lighting is consistently strong 
  on this level, and the structure doesn’t show as many 
  signs of damage as the upper level. A few rooms are 
  partially ruined, but most are intact.
  Area 3-2 — Changing Seasons
  A sturdy table draped with colorful paper stands 
  on one side of the room and holds an assortment of 
  boxes, each also wrapped in the same kind of paper. 
  On the room’s other side you see a brightly-painted 
  red carriage on metal rails instead of wheels. A 
  massive tree stands in the center of the room, 
  adorned with multi-colored blinking lights and 
  small shiny globes. Tiny white particles are magi-
  cally falling from the ceiling but they disappear 
  before they hit the ground. Beside the exit across 
  the room you see a button protected by a transpar-
  ent covering. Standing around the table are eight 
  robed humanoids grabbing boxes and arguing 
  with each other in an unfamiliar language. Only 
  the faces and hands of the humanoids are vis-
  ible, showing skin that is deep purple in color. The 
  beings have the look of mutants, but are they? It’s 
  unusual to find eight people with the exact same 
  mutation.
  The falling particles are holographic snow which can’t 
  be touched and has no effect other than visual. Most 
  likely the PCs have never seen anything like it.
  Before we get to the fighting, let’s discuss what’s 
  unique about this room.
  Seasons change: This is the store’s “seasonal” room, 
  designed to automatically “change seasons” at the 
  touch of that button by the door—or at a number of 
  predetermined spoken commands. For example, if 
  anyone in the room says “summer,” the room’s appear-
  ance and trappings will transform into a warm beach 
  accessorized with beach toys. The judge is encouraged 
  to keep an ear tuned for any keywords or phrases they 
  think should trigger such a transformation. The table 
  below lists some likely possibilities, but feel free to add 
  any others that appeal to you. Like many things in 
  the toy store, the system is glitchy, so if you mention 
  that some of the seasonal decorations flicker or dim or 
  show other flaws, the players will also likely accept it 
  if you play fast and loose with the seasonal keywords. 
  In the event that no opportunity arises for plausibly 
  triggering a season change, you can have them hap-
  pen randomly along with an electrical surge or light-
  ing change and make it seem to be a system error. 
  Remember that the button can cycle through these 
  seasonal transformations as well, after anyone flips up 
  the plastic cover protecting it. (During playtesting, this 
  button was popular.)
  When the season changes away from the original 
  one—winter holiday—all the gift boxes that aren’t be-
  ing held by anyone dematerialize, their matter shifting 
  to become part of the new display’s decorations. The 
  first time this happens, a Servitor shouts “The presents 
  are gone! The master will be pissed!”
  Seasonal Room Transformations
  Entries are arranged by their name, their description 
  and then words that trigger the change.
  Season Description Suggested Keywords
  • 
  Winter Holiday: Provided at room entry; winter, 
  holiday, sled, wrapping, present
  • 
  Halloween: The room transforms into a grassy 
  space containing eight rectangular mounds of dirt, 
  each marked with a gray stone tablet stuck upright 
  in the ground. Each tablet features unintelligible 
  writing on the front and a small humanoid figure 
  on top. An image of the full moon appears on the 
  far wall. Something appears to be climbing up 
  out of each dirt mound. (Judge’s note: each grave 
  contains a monstrous hologram creature, such as 
  a zombie, vampire, ghost, etc. They are intangible 
  and can’t hurt anyone, but they can cause confu-
  sion—to both PCs and Servitors. The gravestone at 
  each grave holds a toy version of the monster that 
  emerged. The toys are inactive.); scary, spooky, hor-
  ror, monster, zombie, ghost
  • 
  Valentine’s Day: The room clears and is then filled 
  by oblong pink and white spheres that drop from 
  
  25
  the ceiling and bounce harmlessly when they hit 
  any surface. A small table rises from the floor, and 
  its contents appear to be gold and jewels. (Judge’s 
  note: the balloons provide cover for everyone in the 
  room, which reduces everyone’s attack action die 
  by one step. The gold and jewels are toy replicas.); 
  love, heart, hug, jewel
  • 
  Summer: The ground takes on the appearance and 
  gritty feel of sand, and the walls change to show 
  an ocean on the horizon. It now looks like a sunny 
  day in here, with colorful towels laid out on the 
  ground near a collection of buckets, scoops, and 
  large air-filled balls. (Judge’s note: anyone trying to 
  reach the ocean visible on the walls will of course 
  collide with the wall.); summer, hot, sand, water, 
  swim, ocean
  • 
  New Year’s Day: Explosions from every direction 
  assault your ears and eyes, filling the sky with bril-
  liant light in every color. You don’t see where the 
  explosions are coming from, but they result in a 
  variety of shapes—like clouds, flowers, or radiating 
  lines—and sounds, from ear-shaking booms to a 
  staccato crackle that tickles your ears. At the center 
  of the room four small round tables appear, stocked 
  with glasses of some bubbly beverage, conical hats, 
  and small horn-shaped tubes. (Judge’s note: the 
  liquid is similar to champagne but is non-alcoholic. 
  The other items are party hats and noisemakers.) ; 
  fireworks, ball
  Meet the Servitors of the Star Child: The purple 
  beings in the room are Servitors of a Star Child (see 
  their entry in Factions in the Toy Store for more 
  details). They are here to collect some of the brightly 
  wrapped boxes for their master, figuring that they con-
  tain highly coveted toys. The Servitors eschew physical 
  combat, but immediately try to use their mind of a child 
  and pacify abilities. (Their crayon portal ability is listed 
  for completeness, though it’s not recommended to use 
  it in this encounter; it comes into play later in Area 
  1-1—Sammy’s Workshop.) The Servitors are loyal but 
  sensible—if things aren’t going their way, they will flee 
  to another room rather than fight to the death. If the 
  PCs refrain from fighting and offer to give the aliens 
  what they want (which is all the boxes in the room 
  and all the toys the PCs might have on them), the 
  Servitors will agree, taking their spoils and vanishing 
  through a crayon portal that takes them back home.
  Remember that a PC who is affected by mind of a child 
  or pacify has a momentary vision of a gigantic human-
  looking infant floating contentedly among the stars.
  If the PCs activate a season change, it surprises the 
  Servitors as much as anyone. Because they really want 
  those pretty wrapped boxes for their master, the Servi-
  tors try to change the season back to winter holiday 
  using whatever method they observed the PCs us-
  ing. Remember that the Servitors can speak the PCs’ 
  language when they wish, but they will be terrible at 
  guessing what words trigger the season of snow and 
  presents.
  During this encounter try to drop in some hints about 
  the Servitors’ motivations. Have them argue over who 
  will be praised the most by the master when they 
  return to him. Let them yell things in combat like 
  “Protect the toys!” and “Don’t flee yet, we need more 
  offerings!”
  Q&A with the 
  Servitors of the Star Child: 
  (Note that they have no interest in telling the PCs 
  about the store.)
  • 
  Who are you? “We are the Servitors of the Star 
  Child, the Great One, His Fetal Highness.”
  • 
  Where are you from? / Are you aliens? “We hail 
  from another world, near the stellar nursery that 
  birthed our master.”
  • 
  What’s a Star Child? “A transcendental life form, 
  the next phase of evolution. We believe he origi-
  nated on either your world or one like it before 
  experiencing a life-altering transformation. It must 
  have been glorious.”
  • 
  What do you want? “Our master is easily bored, 
  and when he’s bored he becomes cranky, and when 
  he’s cranky his tantrums destroy worlds. We seek 
  to pacify him with diversions of the kind he re-
  members from his earliest eons.”
  • 
  The toys here are thinking beings. “Ahhhh, that 
  makes them even more appealing. Get out of our 
  way or die!” 
  Servitors of the Star Child (8): Init +1; Atk 
  dagger +1 melee (1d4); AC 12; HD 1d8; hp 3; 
  MV 30’; Act 1d20; SP crayon portal, mind of a 
  child, pacify; SV Fort -2, Ref -1, Will +4.
  
  26
  Crayon Portal: The Servitor spends 2d3 rounds 
  drawing an elaborate sequence of alien letters in 
  a circle on a wall (typically 5 feet in diameter), 
  after which the center of the circle is temporar-
  ily replaced by a portal to elsewhere. This portal 
  connects to another portal that has been drawn 
  previously. Servitors typically use this power to 
  quickly travel back and forth to the Star Child’s 
  stellar nursery after they have landed at a point 
  of interest by other, slower means.
  Mind of a Child: Mentally regresses a single 
  organic target to childhood if they fail a DC 12 
  Will save. Success immunizes the target from 
  repeat uses of the spell in the same encounter. 
  The PC can attempt the save again each round. 
  The player of an affected PC can choose the level 
  of child development (infant, toddler, adoles-
  cent, even teen) to which their character regresses 
  and roleplay it as they see fit. Typical resulting 
  behavior includes tantrums, self-soiling, grumpi-
  ness, crying, laughing, barfing, violating curfew, 
  and otherwise acting out.
  Pacify: Makes the target happy and unwilling to 
  fight or argue if they fail a DC 12 Will save. Suc-
  cess immunizes the target from repeat uses of the 
  spell in the same encounter. The PC can attempt 
  the save again each round. As with Mind of a 
  Child, the player can interpret how their charac-
  ter is pacified. Playful and friendly? Focused on 
  playing with toys instead of combat? Nap time? 
  All good choices.
  What’s in the gift boxes: Roll on the table below, or 
  pick something you like.
  d5
  Box Contents
  1
  Nothing (It would make the Servitors beyond 
  displeased if ALL the boxes were empty)
  2
  Balls
  3
  An inert plush rabbit (not a Smart Toy, so not 
  a Furry—unless you want it to wake up later)
  4
  Set of alphabet building blocks
  5
  Underwear
  Area 3-3 — Doctor Sammy’s Feel-Good Center
  The color white dominates this room, accented here 
  and there by red symbols that look like two crossed 
  lines, one vertical and one horizontal. Six child-
  sized beds form a circle in the center of the room, 
  each with a panel of hard air attached to one end. 
  You also see a rack holding white garments and 
  an open cabinet that contains some kind of small 
  artifacts. Near the far exit stand two seats.
  Another Sammy Squirrel hologram appears in the 
  center of the room, this time wearing a simple white 
  coat and a strange necklace ending in a small disc. 
  “Hi, kids! Welcome to Doctor Sammy’s Feel-Good 
  Center! If you have a boo-boo or an achy tum-tum, 
  come on in and climb onto one of my med-beds. 
  Then one of my nurses will use our medicine cabi-
  net to patch you up!”
  Q&A with Sammy Squirrel
  • 
  Why are you dressed like that? “I am a doctor! 
  Doctor Sammy Squirrel, at your service. Lie down 
  and I’ll patch you right up!”
  • 
  Where are the nurses you mentioned? “Oh my, I 
  seem to have lost my staff. Oh, I know what to do!” 
  (See the Doctor Sammy’s Nurse section.)
  Med-Beds: Sitting or lying on one of the med-beds 
  triggers its diagnostic function, making the attached 
  panel light up and display internal information about 
  the “patient” on a schematic diagram of their body. If 
  a mutant, plantient, or manimal makes use of the bed, 
  the diagnostic panel complains with warning sounds 
  and red hazard indicators on all the areas of the body 
  diagram where the character differs from the human 
  norm. The beds don’t have any healing functions them-
  selves—they’re just for diagnosing medical problems. 
  (TL 5, CM 3, Powered by store.)
  As soon as anyone sits on a bed, or if anyone asks 
  Sammy about the nurses he mentioned, Sammy looks 
  around and seems to recognize the lack of nurses. See 
  below…
  Doctor Sammy’s Nurse: Choose a PC (either ran-
  domly or at your whim). Sammy addresses this PC: 
  “Say, you look like you’d make a great nurse. Would 
  
  27
  you like to help out Doctor Sammy?” Sammy waits for 
  the PC’s answer, but proceeds with his speech regard-
  less of what they say. “Great! Just put on this badge 
  right here, and from anywhere in the store you can 
  call for medical assistance! Just say, ‘Doctor Sammy, I 
  need you!’ Also, feel free to take any of the items from 
  my medicine cabinet here, in case you need to patch 
  anybody up.”
  The badge Sammy mentioned is nearby—it’s a metal 
  red cross that automatically adheres to clothing, fur, 
  or bark. The badge grants one use of a flying robotic 
  healing drone, which the party can use from anywhere 
  inside the toy store (so long as Sammy is still func-
  tional—see Area 1-1: Sammy’s Workshop). The badge 
  activates if anyone in its vicinity says the key phrase. 
  1d4 rounds later, the drone flies into the area and heals 
  any and all wounded characters there (friend or foe) 
  for 1d4 hit points each. The drone flies away as soon as 
  its job is done. What Sammy doesn’t mention is that he 
  also uses this badge to listen in on everything the party 
  says for as long as they keep it. Sammy truly does want 
  the party to remain alive—he wants to meet them “in 
  person” in his workshop—but he also wants an edge 
  over them if possible.
  Medicine Cabinet: The white garments are kid-sized 
  lab coats. The artifacts on the shelf are medical gad-
  gets. Sammy Squirrel can explain the function of any 
  of them. The artifacts include:
  • 
  3d5 Boo-Boo Bandages: These are adhesive strips 
  about the size of a finger, each featuring one of 
  several images of pre-catastrophe cartoon char-
  acters. Once attached to a wound, one of these 
  bandages heals 1 hit point of damage. (TL 5, CM 
  1, one use each.)
  • 
  2d4 bottles of Tum-Tum Tonic: Imbibing the 
  contents of one of these pink bottles immediately 
  nullifies any poison in the body, as well as eliminat-
  ing just about any other chemical cause of stomach 
  ache. (TL 4, CM 1, one use each.)
  • 
  3d3 medishots: Heals 2d8 HP and cures poison, 
  disease, and radiation—see MCC RPG Chapter 7 
  for more details. (TL 4, CM 3, one use each.)
  Seats: The two boxy metal seats near the exit are 
  hoverchairs. Each can accommodate anyone up to large 
  human size. After pushing the single blue stone on 
  one arm of the chair, the device floats about a foot off 
  the ground. The rider can steer using a joystick on the 
  other arm. If asked, Sammy Squirrel can explain the 
  operation of the hoverchairs. (TL 4, CM 1, C-Cell (1 
  week))
  Sammy Squirrel Hologram: Init +5, Atk none; 
  AC 15 (light panel on nearby wall); HD 1d6; hp 
  3; MV 30’; Act 1d20; SP immaterial, immune to 
  mental powers; SV Fort +4, Ref +4, Will +4; AI 
  recog 5.
  Area 3-4 — Dress-Up: 
  Eight long racks of hanging clothing fill this room. 
  Unlike the garb worn by most people you’ve met in 
  Terra A.D., these garments are bright and dazzling 
  and come in every color of the irradiated rainbow. 
  Some of the outfits are long and beautiful, while 
  others are small with barely any material. The ones 
  over here look like sets of elaborate clothing, yet the 
  ones over there look more like disguises, possibly 
  intended to make the wearer look like an animal 
  or one of several unrecognizable scary creatures. 
  Many of the outfits appear to have been made with 
  some long-lost purpose in mind, because they are 
  accompanied by strange accessories—masks, hats, 
  bracelets, belts, and even capes. In addition to the 
  costumes, the room is also occupied by one human, 
  and it appears he is tidying up the clothes on the 
  racks.
  The party has found the costume department; the 
  judge may populate it with any costumes they’d like 
  to allow the PCs to get their hands on. Suggestions 
  include standards such as occupational costumes (doc-
  tor, cowboy, construction worker), animals (cat person, 
  wolfman, two-person cow), fancy dress (princess, king, 
  wedding), scary (witch, zombie, ghost), and superhe-
  roes (you know you have some favorites). An accom-
  modating judge might even let the players suggest 
  some outfits they’d like to find for their characters. 
  Because these costumes are equipped with Room-
  to-Grow nanotechnology, they can shrink or grow to 
  fit any wearer. Well, any wearer the size of the PCs, 
  anyway—even manimals, plantients, and multi-limbed 
  mutants.
  Another member of the Toy Worshippers is here. His 
  name is Zap (formerly Lunis), and he is under the in-
  fluence of the vocal mind control ability of the Dollies. 
  
  28
  Area 3-5 has more details about that, but the impor-
  tant thing is that this Toy Worshipper feels strongly 
  motivated to clean up this dress-up room but isn’t sure 
  why. Zap wears a miniature toy dazer pistol around his 
  neck.
  Zap the Toy Worshipper: Init +2; Atk broom 
  +0 melee (1d3); AC 10; HD 1d6; hp 4; MV 30’; 
  Act 1d20; SP mind controlled; SV Fort +0, Ref 
  +0, Will -2.
  Mind controlled: Queen Barbara (Area 3-5) 
  has compelled Zap to clean up this area. He 
  will do his best to do so for the rest of the day, 
  strongly resisting any attempts to pull him from 
  his duty.
  Area 3-5 — Hello, Dollies
  This room is full of toys that remind you of the 
  Toy Soldiers you ran into earlier, except that most 
  of these wear brighter colors and appear to be 
  unarmed. This is also the most orderly, undam-
  aged room you’ve seen so far in the store, and it is 
  decorated with colorful paper, artificial plants, and 
  golden, bejeweled necklaces. A red carpet winds 
  from the path where you entered to the center of the 
  room. There, on an elevated stand, a group of fig-
  ures stands watching you, numbering at least fifty. 
  One figure that looks female stands at the center of 
  the group, and she smiles as you enter the room.
  This is the home of another faction of Smart Toys, 
  the Dollies. Refer to Factions in the Toy Store at the 
  beginning for detailed info, but here’s a summary:
  • 
  Dollies are friendly pacifists who are working to 
  make the store presentable again.
  • 
  Dollies can control the minds of organic beings.
  Approaching the Dolls: The first thing the Dollies do 
  when the players get near (whether to talk or attack) 
  is attempt to use their mind control ability on a PC. 
  Queen Barbara addresses the party, saying, “Put down 
  your weapons. You won’t need them in here.” Have all 
  PCs who can hear her make a DC 12 Will save; if any 
  PCs are wary of the Dollies because of meeting poor 
  mind-controlled Zap in Area 3-4, the Will save is DC 
  10 instead. Any PCs who fail feel compelled to fol-
  low Queen Barbara’s instructions. See the vocal mind 
  control section in Queen Barbara’s sidebar for more 
  information.
  The Dollies will not start a physical fight, but if the 
  PCs do, the Dollies step up their attempts to control 
  their minds, with the goal of making the characters 
  leave or fight each other. Most of the Dollies try to flee 
  to other rooms, but ten of them stay to defend their 
  room, including Queen Barbara. If their mind control 
  attempts are unsuccessful, the Dollies call for help, and 
  in 1d3 rounds a group of 8 Toy Soldiers arrives from 
  Area 3-7 to help the Dollies. (If Zap is still in Area 
  3-4 or the party has brought him to this room, and he 
  is still mind controlled, he also joins the battle against 
  the PCs.) If the party instead remains peaceful, the 
  Dollies are happy to let them stay as long as they like.
  Crawling Army quest: If the party makes a good 
  impression on Queen Barbara, she asks the PCs to 
  recover General Tinkles and her Crawling Army, who 
  went on an expedition to explore downstairs. A few of 
  the Q&A items below can trigger this “side quest” if 
  the judge wishes. See Area 1-1—Sammy’s Workshop 
  for what happened to them.
  Q&A with the 
  Dollies and Queen Barbara:
  • 
  Who are you? “We are the Dollies, the friendli-
  est, smartest, and most career-minded Smart Toys 
  in the entire store. I’m sure we’ll be the best of 
  friends!“ (Also, if talking to Queen Barbara…) “I 
  am Queen Barbara the Third. The other Dollies 
  have chosen me to lead them.”
  • 
  Queen Barbara the Third? “My two predecessors 
  were sadly lost in battle since the store reopened.”
  • 
  Who have you been fighting? / Are there enemies 
  around here? “We are friends with the other toys, 
  but some giants like you have been following us 
  around and trying to worship us. We’d rather they 
  didn’t. The purple ones are the worst. They keep 
  trying to capture us, plus they smell bad.”
  • 
  What are the other toys around here like? “The 
  Toy Soldiers nearby are fierce warriors who are 
  fighting hard to keep the invaders away. The Fur-
  ries are adorable and ever so friendly. There are 
  some other toys besides Smart Toys, but I don’t 
  know much about them.”
  • 
  What do you know about Sammy Squirrel? “He 
  
  29
  has appeared to us a few times to tell us we should 
  come downstairs. We’ve sent a few Dollies down to 
  see what he wants, but they haven’t come back yet.” 
  (This is a possible trigger for the Crawling Army 
  quest mentioned above.)
  • 
  What do you know about the rest of the store? 
  “We have explored this floor and the one above, 
  and we’re working on making them more present-
  able. Something happened in the past that dam-
  aged the store and dirtied everything up! The other 
  Smart Toys have their homes on this level. We 
  don’t know what’s downstairs, because other toys 
  have told us it’s dangerous.” (Here’s another pos-
  sible trigger for the Crawling Army quest.)
  • 
  What do you want? “We just want everyone to get 
  along!”
  • 
  How do you control people’s minds? “I don’t even 
  know myself! I guess people just like the way we 
  sound?”
  Queen Barbara, 
  Leader of the Dollies
  Standing at about the height of a dagger, Queen 
  Barbara is a plastic figure designed to look like a 
  pure-strain human woman. She has yellow hair 
  down to her waist and on first meeting she wears 
  a red dress. (If the party meets her again in later 
  encounters, she is wearing a different outfit each 
  time. Suggested outfits include nurse, business 
  executive, and tennis pro.)
  Queen Barbara is peaceful, nurturing, and still a 
  bit innocent. She knows that some of the new-
  comers have tried to hurt her fellow Dollies re-
  cently, but still assumes that people she meets are 
  not hostile until they prove otherwise. Barbara 
  always speaks politely.
  Vocal Mind Control: The Smart Toy doll line 
  was built with an especially soothing voice as 
  well as programming that would help a doll 
  comfort a child or even subliminally motivate 
  them to behave according to parental guidelines. 
  Since becoming freed from the store’s AI control 
  network, the Dollies have learned to use this 
  ability even more effectively. (Note that the Dol-
  lies’ vocal mind control does not work on inor-
  ganic life forms, including other toys.)
  PCs who are the target of a vocal mind control 
  command must make a Will save, with the DC 
  dependent upon the Dolly making the com-
  mand. (This is generally 12 for Queen Barbara 
  and 10 for other Dollies.) Success means the 
  target is unaffected and cannot be vocally mind 
  controlled for the rest of the encounter, while 
  failure means the target must obey the command 
  for 1d6 rounds (or 1d6 days on a fumble). The 
  player of a targeted PC can interpret the com-
  mand however they wish; let them have fun 
  getting creative. As with the Servitors’ mind-
  warping abilities, if the judge thinks any players 
  are abusing this freedom, a penalty of losing a 
  few actions due to confusion and mental stress 
  might be called for.
  The Dollies don’t want to hurt anybody, so 
  their commands will usually be either defensive 
  or constructive in nature. This faction mainly 
  wants to coexist with others and improve their 
  surroundings. So, their commands will be such 
  things as:
  • 
  “Come here.”
  • 
  “Leave this room.”
  • 
  “Clear away the rubble from the next room.”
  • 
  (If attacked) “Attack that man.”
  • 
  (If attacked) “Run into that wall.”
  Tactics: Queen Barbara is nonviolent, so if 
  combat breaks out she first tries to use her vocal 
  mind control on any attackers. Failing that, she 
  flees and hides.
  Roleplaying Tips: Sample Queen Barbara 
  quote: “That thing you’re holding looks so 
  pointy! Be a dear and put it down.”
  Note that if Queen Barbara is destroyed in an 
  encounter, another copy of Queen Barbara is 
  pulled from a hidden stash and unwrapped. The 
  new Queen Barbara can then take on the leader-
  ship of the Dollies in any subsequent encounters, 
  if appropriate to the situation.
  Queen Barbara the Third: Init +2; Atk punch/
  kick +0 melee (1); AC 13; HD 1d10; hp 8; MV 
  20’; Act 1d20; SP immune to mental powers, vo-
  cal mind control; SV Fort +2, Ref +2, Will +4.
  
  30
  Typical Dolly: Init +0; Atk punch/kick -1 
  melee (1); AC 12; HD 1d8; hp 4; MV 20’; Act 
  1d20; SP immune to mental powers, vocal mind 
  control; SV Fort +2, Ref +0, Will +3; AI recog 
  automatic.
  Area 3-6 — Armory
  This room is partially collapsed and full of debris 
  from both the stone-like wall material and the 
  plastic of broken toys. Though the room looks as if 
  it’s been picked over (and fought over, judging from 
  some of the damage), it still contains numerous 
  examples of what was originally stored here: weap-
  ons. You see swords, knives, slugthrowers, lasers, 
  explosives, and just about any other kind of weapon 
  you’ve ever heard of, all in various levels of burial 
  among the debris.
  If a random encounter comes up for this area involving 
  Toy Worshippers, Servitors, or Toy-Borgs, you might 
  introduce them as follows:
  You also see <the random faction> you met earlier, 
  collecting armfuls of armaments. As soon as they see 
  you, they drop what they’re holding and reach for 
  the nearest weapon. Roll initiative!
  If the PCs have chased any Dollies here from Area 
  3-5—Hello, Dollies, the Dollies try to hide among 
  the weapons—and you might choose to roll for a ran-
  dom encounter also. PCs can spot hiding Dollies by 
  succeeding at a DC 15 Intelligence check.
  The “weapons” here are toys, of course, and all of them 
  are harmless. But there’s no need to spoil that surprise 
  until the first time the PCs attack with one—or are 
  attacked themselves. (As it turns out, this room full 
  of weapons is safer than most areas in the store.) If 
  you and the players are having fun exploring the fake 
  weapons, let any NPC attackers continue to search for 
  a weapon that actually deals damage, ditching the one 
  they tried last time and grabbing for something differ-
  ent. Note to judge: Don’t reveal that a gun is harmless 
  until it strikes a target without hurting it.
  The weapons: This room contains toy versions of just 
  about every kind of weapon imaginable, from archaic 
  melee weapons to futuristic blasters. As noted above, 
  none of them cause any damage (even the melee 
  weapons are plastic), but some make realistic noises 
  and others launch harmless (but perhaps startling) 
  projectiles. The following table lists the most com-
  mon examples—roll, choose, or let the PCs search for 
  something specific.
  d20
  Weapons in the Armory
  1
  Dagger
  2
  Sword
  3
  Plasma sword replica that lights up (TL 3, 
  CM 1, Toy Artifact Check)
  4
  Mace
  5
  Axe
  6
  Spear
  7
  Staff
  8
  Two short sticks attached by a two-inch cord
  9
  Bow with suction-cup-tipped arrows
  10
  Shield
  11
  Purple ray gun that shoots sparks and makes 
  noise (TL 3, CM 1, Toy Artifact Check)
  12
  Orange gun that squirts water (TL 2, CM 1, 
  Toy Artifact Check)
  13
  Yellow gun that fires a harmless laser pointer 
  (TL 3, CM 1, Toy Artifact Check)
  14
  Blue gun that shoots foam darts (TL 2, CM 1, 
  Toy Artifact Check)
  15
  Green gun that makes realistic slugthrower 
  sounds (TL 2, CM 1, Toy Artifact Check)
  16
  Red gun that delivers an audio message about 
  the futility of violence (TL 2, CM 1, Toy Arti-
  fact Check)
  17
  Rifle with scope that magnifies distant targets 
  (TL 2, CM 1, Toy Artifact Check)
  18
  Extra-bulky rifle that makes a rat-a-tat-a-tat 
  noise (TL 2, CM 1, Toy Artifact Check)
  19
  Rocket launcher that shoots holographic mis-
  siles (TL 4, CM 2, Toy Artifact Check)
  20
  An actual flint dagger (1d4 damage) that a 
  Toy Worshipper dropped here earlier 
  Area 3-7 — Figures of Action
  This room is better fortified than any you’ve seen in 
  the store since the colorful room of construction toys. 
  The main barrier before you is a wall of small boxes 
  blocking off the room save for a 2-foot by 2-foot gap 
  
  31
  at the center. Between you and the wall is an array 
  of other defenses, including a narrow moat, four 
  shoe-sized catapults, and two full-sized cannons. 
  Two short human-modeled figures stand guard 
  beside the opening in the wall of boxes.
  Members of the Toy Soldiers faction like to draw their 
  enemies out, so they have arranged a combination of 
  fake traps and real traps for any invaders. The traps are 
  labeled accordingly below.
  The Guards: If any of the Toy Soldiers that the party 
  faced in Area 4-2 escaped, this would be a good place 
  to re-use two of them as the initial guards. Either 
  way, as soon as the guards spot the party one of them 
  shouts “Intruders!” They leap over the moat and move 
  to attack. Roll for initiative!
  Real Trap - Sharpened Jacks: The first time a party 
  member moves to within 10 feet of the wall, have 
  them make a Luck check—unless they are carefully 
  inspecting the ground. If they’re not, and they fail the 
  check, the PC steps on a makeshift caltrop (a jack 
  sharpened by the Toy Soldiers). The jack deals 1 point 
  of damage and reduce the victim to half speed on their 
  next move. After a PC spots or steps on a jack, other 
  party members can avoid them without rolling, unless 
  distracted by other combat actions.
  Fake Trap - Catapults: The catapults and cannons fire 
  at the beginning of the guards’ first turn. They have a 
  +2 to hit their targets (the nearest PCs), but the at-
  tacks deal no damage—the catapults fire plastic boul-
  ders and the cannons shoot foam darts. (TL 2, CM 2, 
  Toy Artifact Check)
  Fake Trap - Moat: The “moat” is a 6-inch-wide chan-
  nel made of black plastic track used for toy car racing. 
  It holds water at a depth of about half an inch. This is 
  not enough to hold the moat’s guardians upright, so 
  the three small shark toys in the moat are lying help-
  lessly on their sides. (The toy sharks don’t have an at-
  tack anyway; they aren’t Smart Toys and they are here 
  purely for intimidation purposes.)
  The Wall: The boxes that make up the wall are the 
  packages that the Toy Soldiers emerged from when 
  the store came back online. They show images of all 
  types of action figures in exciting poses. Characters 
  can bypass the wall in one of two ways: either crawl on 
  hands and knees to fit through the small opening, or 
  push through the boxes at any point because they are 
  merely stacked on top of each other and hardly weigh 
  anything.
  Real Trap - Toxic Squirt Guns: As soon as the PCs 
  get past the wall, they see an array of ten guns mount-
  ed on a metal rack, pointed at the party. The guns fire, 
  spraying glowing liquid on all nearby PCs who fail 
  a DC 12 Reflex save. Besides being cold and stinky, 
  the fluid is irradiated—having come from pipes in the 
  walls of the store whose contents have become con-
  taminated—so any who get hit take 1d4 damage (DC 
  10 Fortitude save for half, and remember that rolling a 
  natural 1 or 20 on radiation saves can result in rad-
  burn). (TL 2, CM 1)
  Parlay at the Castle: Past the squirt guns stands a 
  miniature castle 40 feet by 20 feet, made of a hodge-
  podge of wooden and plastic construction toys. Twenty 
  members of the Toy Soldiers faction are visible on the 
  castle walls or peeking through windows, and they all 
  look armed and ready for battle (though the Soldiers 
  are admittedly tiny and holding plastic weapons). If 
  the PCs pause or seem willing to talk, the Soldiers 
  hold their fire and have a chat—refer to the Q&A 
  section below for possible details. If the PCs choose 
  a more aggressive path, the 20 Toy Soldiers join the 
  fight.
  The leader of the Toy Soldiers (both in this room and 
  beyond) is named Sarge. See the sidebar for more 
  details, including tactics and roleplaying tips. For 
  descriptions of other notable Toy Soldiers, refer to the 
  Random Toy Soldier Table in Factions in the Toy 
  Store.
  Real(ish) Trap - Pit: If any PCs move to within 20 
  feet of the castle (without making a truce with the 
  Toy Soldiers), they trigger a pit trap. This is where the 
  Toy Soldiers have removed a line of 3-by-2 foot floor 
  plates, lined the pits underneath with all the sharp 
  toy bits they could find (such as metal axles, ice skate 
  “blades”, pointy construction toy bits, and 4-sided 
  dice), and then replaced the floor plates, rigged to fall 
  when tread upon. Affected PCs (chosen by the judge, 
  perhaps influenced by Luck score) must succeed at a 
  DC 10 Reflex save or fall the 3-foot distance to the 
  bottom of the pit and take 1d3 damage.
  
  32
  Ending the Combat: If the PCs whittle the Toy Sol-
  diers down to 10 survivors, they offer a ceasefire and 
  an end to hostilities if the party will leave. Failing this, 
  the Soldiers attempt to flee to Area 3-8.
  Q&A with the 
  Toy Soldiers and Sarge
  • 
  Who are you? “We are the Toy Soldiers, the first 
  and last line of defense of this facility.” (If speaking 
  to Sarge…) “I’m the leader of this outfit. Call me 
  Sarge.”
  • 
  Why are you fighting us? “You invaded our terri-
  tory! If you cease your attempts to seize our land, 
  we will stand down.”
  • 
  What do you want? “To secure the store from the 
  attempted invasions currently going on. Not you 
  people, the other giants.”
  • 
  Giants? “Yes, the ones who look like you and the 
  purple ones. The first are pretty harmless but an-
  noying, following us around like they worship us 
  or something. But the purple ones have captured 
  several of our troopers. We don’t know how they 
  get in and out so fast.“
  • 
  What are the other toys around here like? “The 
  Dollies are friendly, but I wish they’d take more 
  interest in keeping enemies out than repairing the 
  store. The Furries are bigger and could be good in a 
  fight, but their leader is just as pacifistic as Queen 
  Barbara. Also, those plush folk are a little too fond 
  of hugging for my taste.”
  • 
  What do you know about Sammy Squirrel? “He 
  appeared to us soon after the store reawakened and 
  tried to act like he was our commanding officer. 
  But he is NOT.” If Sarge is speaking… “I’m the 
  one in charge here.”
  • 
  What do you know about the rest of the store? 
  “We have defenses upstairs to keep out future 
  intruders, though the purple giants still come and 
  go somehow. The Dollies and Furries are on this 
  level. We’ve sent scouts downstairs, but they are 
  currently MIA.”
  Sarge, Leader of the Toy Soldiers
  The leader of the Toy Soldiers is a larger toy 
  named Sarge, who stands about as tall as a hu-
  man’s boot. It looks like Sarge is always chewing 
  on a small stick with one end lit up (a cigar). He 
  also sports a green camouflage uniform—open at 
  the chest to show his muscular build—and a hel-
  met. Sarge carries tiny binoculars and a combat 
  dagger that’s as tall as he is.
  Tactics: Perhaps the smartest of the Toy Sol-
  diers, Sarge is a canny tactician and an experi-
  enced soldier. He’s been leading his troops since 
  the store resumed functioning and he broke free 
  from his packaging. A toy of action, Sarge likes 
  to lead his “men” by example, from the front 
  line. Sarge is also fond of “feints,” such as the 
  way he has organized this room’s defenses: fol-
  lowing a laughably useless defense with one that 
  is genuinely deadly.
  Roleplaying Tips: Speaks in an exaggerated no-
  nonsense military pattern. Sample Sarge quote: 
  “Alpha team, circle around to the shark moat. 
  Winchester, lay down covering fire. Go go go! 
  Let’s get those giant bastards!”
  As with Queen Barbara of the Dollies, if Sarge 
  is ever destroyed prior to the adventure’s finale, 
  another Sarge takes his place in the next Toy 
  Soldiers encounter. There are plenty of Sarges 
  hidden away in fresh boxes.
  Sarge: Init +2; Atk surprisingly large dagger +2 
  melee (1d4); AC 13; HD 1d8; hp 4; MV 20’; 
  Act 1d20; SP immune to mental powers, infravi-
  sion 60’, rally the troops (all followers who can 
  hear gain 2 temporary hit points, 1/encounter), 
  replaced by another Sarge if killed; SV Fort +4, 
  Ref +2, Will +4; AI recog automatic.
  Toy Soldier: Init +2; Atk tiny knife +1 melee 
  (1); AC 18; HD 1d10; hp 8; MV 20’; Act 1d20; 
  SP immune to mental powers, infravision 60’; 
  SV Fort +2, Ref +2, Will +2; AI recog automatic.
  Area 3-8—The Pet Shop
  The walls and floor of this room are decorated with 
  stylized paw print patterns. At the center of the 
  room sit two round troughs embedded in the floor, 
  each nearly the size of a wagon wheel. The wall on 
  one side of the room holds an array of small con-
  nected cabinets with clear doors. On the opposite 
  side of the room, you see similar cabinets with much 
  larger doors. A metal rack near the far exit holds 
  
  33
  a variety of ancient artifacts. A square made of 
  hard-air attached to the artifact rack shows moving 
  images of humans playing with animals, while a 
  voice talks about how great this “dog food” or that 
  “catnip mouse” is.
  Troughs: One of the troughs is full of drinkable water 
  being endlessly filtered and recycled. The other is 
  empty except for a few pebbles of dog food (“some kind 
  of dry food pellets”); the rest was eaten by Toy Worship-
  per scouts.
  Small cabinets: The smaller group of cabinets holds 
  the bodies of small creatures the Ancient Ones kept as 
  pets—rodents, lizards, birds, just about anything up to 
  the size of a guinea pig. All are now skeletons, with the 
  exception of one telepathic rat. There are no hints as to 
  how the rat survived this long without food or water. 
  (This a mystery you can solve if you want to, judge.)
  Large cabinets: The larger group of cabinets was 
  used to store bigger pets in time-slowing stasis fields, 
  including dogs and cats. There are three vertical rows 
  of five cabinets each, and all are big enough to climb 
  inside, if a person desired. In fact, several of them DO 
  have someone inside: 1d3+2 of the cabinets contain 
  living manimals, each of which is moving verrrrrry 
  slowwwwly. See the Manimal Replacement PCs side-
  bar for details on these. The other cabinets are either 
  empty or contain dog or cat skeletons. Each cabinet 
  opens easily from the outside, ending the stasis effect.
  Manimal Replacement PCs
  The manimals in the large cabinets are former 
  animal pets of the Ancient Ones who have been 
  held in time-slowing stasis since just before the 
  Great Disaster. This form of preservation allowed 
  just enough radiation in after the Great Disaster 
  to mutate the pets gradually over a long period. 
  Note that thanks to a series of pet supply com-
  mercials that have been constantly running in 
  the room—see Artifacts, below—the manimals 
  can all speak and understand Nu-Speak.
  In practical terms, this all means that the judge 
  can feel free to provide manimal replacement 
  PCs generated in the normal manner—don’t 
  even worry about limiting them to canines and 
  felines, because weird science is weird! The only 
  exception to standard 0-level character creation 
  is that these don’t get starting equipment. The 
  players can decide how much they want their 
  new manimals’ speech to be influenced by the 
  endless commercials that served as their basis for 
  language.
  Artifacts: The metal rack holds leashes (“short lengths 
  of cloth with loops at each end”), grooming supplies 
  (“combs and brushes”), and pet toys (“toy balls and mice 
  and bones”) that squeak when squeezed. A video moni-
  tor on the display rack runs a loop of video advertise-
  ments for various pet supplies. (“Fetch, Sparky!” “Fluffy 
  is such a finicky eater.” “Catch the ball, pup!” “Our dog 
  food contains 25 percent more happiness!” “Try TurboTech 
  brand squeakers!” “Our brushes can turn your pet into roy-
  alty!” “Where do you get such wonderful pet toys?”)
  Area 3-9 — Stuffed Animal Farm: 
  You step into a large room that recreates three types 
  of terrain at once: a forest to the left, a jungle to the 
  right, and a grassy amber plain in the middle, lead-
  ing across to the other exit. Many of the trees have 
  been thoroughly scratched, and fur in a variety of 
  colors lies all about, scattered around as if left over 
  from a hundred shedding beasts. In addition to the 
  fur and the artificial grass underfoot as you walk 
  you also see clumps of some kind of white fluffy 
  material.
  A clearing stands in the center of the room, de-
  void of fur or other debris, with one exception. A 
  strange-looking animal with large eyes, long droopy 
  ears, a fluffy furry belly, and a wagging tail sits in 
  the clearing. As you approach, the animal looks over 
  at you and says, in a high-pitched voice, “I has an 
  owie.”
  If any PCs take the precaution of carefully studying 
  the area before approaching the wounded animal, they 
  notice that not only is the grass artificial, but so are the 
  trees and the fur. In addition, the grass in the clearing 
  shows signs of blood stains. The white fluffy material is 
  cotton stuffing.
  When the party reaches the clearing, a pack of wild 
  animals springs from both the forest on one side and 
  the jungle on the other. If the party was clearly expect-
  ing trouble, or they explore the wooded areas first, roll 
  initiative as usual—otherwise, the attacking animals 
  
  34
  get a surprise round. It’s also possible that some PCs 
  are surprised and some aren’t, depending on the situa-
  tion. That’s your call, judge.
  The attacking animals are actually toys—these plush 
  Smart Toys are the Furry faction, and this is their den. 
  For descriptions of individual Furries, refer to their 
  section in Factions in the Toy Store. Here are the 
  most important details:
  • 
  Furries are soft on the outside but they have metal-
  lic skeletons.
  • 
  Furries consider all manimals to be fellow Furries. 
  They might try to recruit any manimal PCs into 
  their tribe.
  • 
  If anyone hugs a Furry (including grappling!) the 
  Furry immediately stops fighting and hugs back, 
  remaining inactive for one round after the hug 
  ends.
  Starting the fight: The Furry combatants are six 
  stuffed animals and their leader, a plush fellow named 
  Mister Bear. See the sidebar for more details, includ-
  ing tactics and roleplaying tips. On his first round 
  of combat, Mister Bear shouts “Die, invaders!” and 
  attacks.
  Opportunity for parlay: If the PCs show a willing-
  ness to talk to the Furries, or the Furries lose half their 
  number, Mister Bear (or his replacement) stands down. 
  See below for a conversational guide.
  Q&A with the 
  Furries and Mister Bear
  • 
  The other toys said you were peaceful. Were they 
  lying to us? “We of the primal tribe of Furries 
  have just taken over from the ones who were previ-
  ously in charge, those cowards of the meat hugger 
  tribe. The survivors scattered deeper into the store. 
  THEY WERE RIGHT TO RUN FROM US!”
  • 
  Who are you? “We’re the Furries. FEAR OUR 
  SAVAGE CLAWS!”
  • 
  Why are you fighting us? “You invaded our terri-
  tory. As long as you’re here, you are PREY!”
  • 
  What do you want? “We want all giants out of our 
  toy store. You can all leave DEAD OR ALIVE.”
  • 
  What do you think of the other toys? “The Dollies 
  are okay, but if WE had their ability to influence 
  the minds of giants we’d make you types kill each 
  other. Those little soldiers would do better if they 
  unleashed their savage side. We’ve also started to 
  see really strange toys that move but don’t talk. 
  They seem…wrong. Like they’re broken somehow.”
  • 
  What do you know about Sammy Squirrel? “He 
  looks to be a large, magnificent beast, but he isn’t 
  really there. You can’t even give him a bear hug! 
  So we don’t trust him. And he’d BETTER NOT 
  MESS WITH US!”
  • 
  What “giants” have you been fighting? “Invad-
  ers from beyond the store! Some are just losers 
  like you who can’t do anything special other than 
  annoy us, but the others are purple and hooded 
  and sometimes manage to capture a bunch of us at 
  once.”
  • 
  What do you know about the rest of the store? 
  “We’ve been able to protect this level from the 
  invaders so far, but we’ve heard from scouts that 
  the lower levels are home to stranger things. Like 
  abominations that are part toy, part…something 
  else.”
  • 
  Has anyone ever told you that you have a prob-
  lem controlling your anger? “Yes. THE EXILED 
  MEAT HUGGERS SAID THAT!”
  Mister Bear, Leader of the Furries
  The current alpha of the Furries is a cuddly plush 
  fellow called Mister Bear. He’s shaped like a styl-
  ized bear, stands about as tall as a pre-teen pure 
  strain human, is covered in soft brown fur, and 
  has cold, glassy black eyes.
  Mister Bear believes he and his fellow Furries are 
  real animals and tries to act accordingly. He still 
  speaks, though, and walks erect on his hind legs, 
  because he is insane and doesn’t see the contra-
  diction. Mister Bear and his fellow Furries of the 
  primal tribe are prone to engaging in trash talk, 
  talking up how tough and violent they are and 
  insulting others by referring to them as “weak” 
  and “prey.”
  Mister Bear hates being considered cute, and re-
  acts violently if he finds himself insulted in that 
  way. But like all Furries in the store, Mister Bear 
  is vulnerable to hugs. See Factions in the Toy 
  Store for more details on this Furry weakness.
  
  35
  Tactics: Whether he truly thinks he’s a bear or 
  he’s just pretending, Mister Bear certainly tries 
  to fight like one. In combat he likes to bite his 
  target and then slash with his claws. (Mister Bear 
  has no teeth, so his bite is harmless.) Mister Bear 
  likes to lead his army of Furries by example, so 
  he is generally the first to attack.
  Roleplaying Tips: Growl a lot and threaten the 
  PCs. Hug at every opportunity. Be offended at 
  any hint of cuteness. Sample Mister Bear quote: 
  “Grrrrr! Feel the fury of my claws!”
  If Mister Bear is destroyed, the next time the 
  PCs encounter the Furries they are led by the 
  leader of a different tribe. Choose a leader from 
  the table in the Furries section of Factions in the 
  Toy Store, and pick a fun-sounding tribe, such as 
  the Meat Huggers (the previous tribe in charge, 
  who believe in peace between Smart Toys and 
  organic beings), the Purse Riders (who revere 
  Queen Barbara and would prefer to follow her 
  and her Dollies), and the Bear Coalition (who 
  believe that toy bears are the rightful ruler of all 
  toys, Furry and otherwise).
  Mister Bear: Init +2; Atk steel claws +2 melee 
  (1d4), bite +2 melee (0); AC 11; HD 1d8; hp 
  5; MV 20’; Act 1d20; SP bear hug, immune to 
  mental powers, vulnerable to hugs; SV Fort +2, 
  Ref +2, Will +4; AI recog automatic.
  Bear hug: The mechanical servos in Mister 
  Bear’s arms deal increasing damage each round 
  they have hold of a target. On the first round 
  the hug deals 1d3+1 damage, and each subse-
  quent round adds 1 to the roll. (So round 2 deals 
  1d3+2, round 3 deals 1d3+3, and so on.) Re-
  member that if an enemy hugs back, Mister Bear 
  will become immobilized due to the weakness of 
  the Furries.
  Furries (6): Init +1; Atk steel claws +1 melee 
  (1d3); AC 10; HD 1d4; hp 2; MV 20’; Act 
  1d20; SP immune to mental powers, vulnerable 
  to hugs; SV Fort +1, Ref +1, Will +2; AI recog 
  automatic.
  Area 3-10 — Ball Pit
  Before you lies a landscape made of small colorful 
  balls, not quite fist sized. At the other side is an 
  opening leading to another room.
  Any PCs who carefully examine the ball pit can see 
  that something is moving under the balls, causing 
  them to shift occasionally.
  Stepping into the field of balls reveals that they are 
  resting in a pit three feet deep and stretching to all 
  four walls. Crossing the ball pit by walking through it 
  reduces movement speed by one half, so crossing it will 
  take two rounds for a typical human, mutant, or mani-
  mal with a move of 30’, or three rounds for a typical 
  plantient. Any PCs who enter the ball pit risk attack 
  by a group of organic/toy hybrids that have been cre-
  ated by the Sammy, the store AI. (Residents of the 
  store who have seen these creatures call them abomi-
  nations; see their entry in Factions in the Toy Store 
  for more information.) Have each PC make a Luck 
  check every round they are in the pit; on a failure, an 
  abomination surfaces to “play.” Each PC who failed is 
  attacked by a different abomination (and this sets the 
  number of abominations who are in this room). Con-
  tinue these Luck checks for the rest of the crossing or 
  until everyone has failed.
  If the party manages to get across the room without 
  entering the ball pit (such as by using mutant abili-
  ties or equipment, arranging a way to swing across, or 
  other cleverness), they are safe from attack. However, 
  the judge may want to let the PCs see an abomina-
  tion or two poke its head (or equivalent) above the 
  sea of balls to watch the PCs escape their grasp. Don’t 
  worry—they’ll get a better view of these monstrosities 
  very soon.
  Abominations (count determined by number of 
  PCs who fail Luck checks): Init -1; strike/kick/
  bite +0 melee (1d3); AC 11; HD 1d3; hp 2; MV 
  20’; Act 1d20; SP immune to mental powers, 
  unique forms; SV Fort +2, Ref -2, Will -2; AI 
  recog N/A.
  Unique forms: Each toy hybrid is one of a kind, 
  made from a toy attached to some organic part. 
  See Factions in the Toy Store for some exam-
  ples, as well as an Abomination Randomizer.
  
  36
  Areas 3-11 & 2-1 — Floor Jumper #2
  Another field of shimmering golden light indicates 
  that you have found a second gravity-assisted floor 
  jumper room, allowing you to move between this 
  level and the one below. A damaged wooden bar-
  ricade stands between you and the dropoff to the 
  lower level. Several beings are pressed against the 
  barricade, trying to hold it in place while something 
  pummels it from the other side. One looks over as 
  you arrive. “Help us! The Toy-Borgs are coming!” 
  Another says, “So are the abominations!” Standing 
  beside the defenders you see the Sammy Squirrel 
  hologram, grinning and waving at you, apparently 
  oblivious to the drama going on.
  This encounter is intended to accomplish two goals: 
  (1) introduce the Toy-Borg faction, and (2) provide a 
  follow-up with one of the factions they met earlier.
  This Floor Jumper room has become a frequent choke 
  point for the Toy-Borgs and abominations who oc-
  casionally try to ascend to the upper levels of the store. 
  Having encountered a wave of them before—and not 
  wishing to do so again—some of the other inhabitants 
  of the store try to keep those adversaries blocked off. A 
  few moments ago, just before the party arrived, a small 
  group of Toy-Borgs arrived downstairs and started 
  breaking through the barricade.
  Defender options: Choose from the list below (or roll 
  randomly). If the selected defending faction is one that 
  fled from an earlier hostile encounter with the PCs, 
  you might include the specific NPCs who survived, 
  and then let the party decide whether they will resume 
  hostilities or help the faction against this new enemy. 
  If you prefer this to be a new batch of NPCs, see the 
  appropriate section from Factions in the Toy Store to 
  come up with interesting individuals.
  d6     Returning Faction
  1
  Furries (Savage Tribe): These are the Furries 
  that were introduced in the encounter at Area 
  3-9 - Stuffed Animal Farm. Note that not all 
  animals traditionally considered ferocious have 
  to be in the savage tribe, and not all normally 
  peaceful animals are necessarily in the meat 
  hugger tribe.
  2
  Furries (Meat Hugger Tribe): These are some 
  of the peaceful Furries who were driven off 
  when the savage Furries took over the faction. 
  They show signs of damage from the fight that 
  arose when they were exiled. Note again that 
  not all animals traditionally considered fero-
  cious have to be in the savage tribe, and not all 
  normally peaceful animals are necessarily in the 
  meat hugger tribe.
  3
  Toy Soldiers: A gung-ho platoon from either 
  Area 4-1: Not the Entrance or Area 3-7: Fig-
  ures of Action.
  4
  Toy Worshippers (2): One is badly wounded 
  from an attack he received just before the PCs 
  arrived. While his friend tries to hold off the 
  attackers, the wounded Worshipper lies behind 
  the barricade in shock, talking to himself and 
  trying to justify why such magnificent full-size 
  toys would try to hurt anyone as worthy of their 
  love as he is.
  5
  Dollies: The Dollies’ vocal mind control ability 
  doesn’t work on the Toy-Borgs or the abomina-
  tions, but that doesn’t stop them from trying, 
  using commands like “Go away!” and “Play 
  nice!” and “Clean up this room!”
  6
  Two of the Above: Recognizing the danger 
  posed by the Toy-Borgs, two factions work 
  together to keep them away.
  Attackers: Two Toy-Borgs and six abominations are 
  trying to gain access to the middle level of the store by 
  leaping up from below. As soon as the party has spot-
  ted the defenders, but before they can take any actions 
  against them, the attackers make their move. Read 
  aloud or paraphrase:
  The barricade shatters! Something pulls itself up 
  onto the ledge next to the defenders—it looks hu-
  man except for a few details: its skin is shiny, it has 
  a black box attached to the back of its head, and its 
  left arm ends in a metal club instead of a hand.
  Roll initiative! The defenders will be motivated to 
  fight the Toy-Borg, unless the PCs give them a reason 
  to fight them instead. The attacking Toy-Borgs are 
  emotionless and never speak. See their entry in Fac-
  tions in the Toy Store for more details, including what 
  happens if their black boxes are removed or destroyed.
  
  37
  One round later, another Toy-Borg leaps up onto the 
  now-unblocked ledge…
  A second organic/toy hybrid leaps up onto the land-
  ing, using the floor jumper lifting field. This one has 
  the robes and purple skin of the Servitors of the Star 
  Child, though instead of legs it has the lower body 
  of a life-size toy octopus. Its tentacle legs ripple as it 
  crawls toward you.
  Lower level: When a PC looks over the edge or drops 
  down below, read aloud to describe what they see:
  Down below, the lower landing is littered with 
  debris, toy parts, and more than a little blood. Six 
  small creatures crawl around the room—they re-
  semble the organic/toy hybrid creatures you just saw 
  in the ball pit room. In addition, somewhere down 
  below and far far away you hear echoing screams.
  The screams the party can hear are coming from Area 
  1-1—Sammy’s Workshop, where the AI is turning 
  organic victims into more Toy-Borgs and abomina-
  tions. The party will find out more about that when 
  they reach the workshop themselves.
  Q&A with the Defenders
  • 
  What are “Toy-Borgs? “Those big half-toy, 
  half-organic people [giants]. They never ask for 
  anything or answer our questions, but they seem 
  intent on pushing into the store above and attack-
  ing us all for some reason.”
  • 
  What are “abominations? “That’s what we call the 
  smaller monstrosities, those unnatural blends of 
  toys and meat. We don’t have any idea what those 
  things want or why they’re here.”
  • 
  Where do they come from? “From deeper in the 
  store, the best we can figure. Maybe the level below 
  this one…or even below that.”
  Q&A with Sammy Squirrel
  • 
  Help, Sammy! We’re under attack! “Oh, I get it! 
  You’re playing a game! Sure, I’ll play too! Zap zap! 
  Ha ha ha ha!”
  • 
  What are these creatures and where did they 
  come from? “Aren’t they fun? Sammy Squirrel’s 
  Smart Toys is known for toys that are as smart and 
  interactive as possible!”
  • 
  Are you creating crimes against nature? / Your 
  toys are hurting people. “Aww. If you have an 
  issue with one of our products, come down the 
  complaint department, on the bottom floor. We’ll 
  work it out!”
  Toy-Borgs (2): Init +1; Atk punch/kick +2 
  melee (1d3); AC 14; HD 1d10; hp 6; MV 30’; 
  Act 1d20; SP black box, plastic coating, toy 
  enhancement; SV Fort +3, Ref -1, Will -2. (See 
  their entry in Factions in the Toy Store for more 
  details.)
  Bat Arm: The first Toy-Borg is a human with 
  an aluminum baseball bat (“long silver club”) for 
  an arm. This gives it a +2 melee attack (1d5). 
  The Toy-Borg is also dressed in ragged clothing 
  and wearing a toy totem (a ball) around its neck, 
  marking it as a former member of the Toy Wor-
  shippers. He called himself Boing.
  Octo-Legs: The other Toy-Borg is a former 
  Servitor of the Star Child with the lower body 
  of a life-size plush octopus toy (“eight soft ten-
  tacles, each longer than a man’s arm”), on which 
  it walks. It can easily climb up any surface that 
  has things it can grip, and in combat it can use 
  one of two attacks: flurry of tentacles (hit up to 
  8 nearby targets for 1 point of damage each), or 
  entangle (grab one nearby target and prevent it 
  from taking actions until it breaks free with a 
  DC 10 Fortitude save).
  If either of the Toy-Borgs loses its black box, it stops 
  fighting and takes a round to return to its senses (as a 
  Toy Worshipper for Bat Arm or a Servitor of the Star 
  Child for Octo-Legs). Both of them only remember 
  that they were exploring this level and were attacked 
  and knocked out by a wheeled Toy-Borg. That’s the 
  last thing they remember. The Toy Worshipper will 
  then be usable as a replacement PC, while the Servi-
  tor will either flee or fight, depending on how the PCs 
  treat him.
  Abominations (6): Init -1; strike/kick/bite +0 
  melee (1d3); AC 11; HD 1d3; hp 2; MV 20’; 
  Act 1d20; SP immune to mental powers, unique 
  forms; SV Fort +2, Ref -2, Will -2; AI recog 
  N/A.
  
  38
  Toy-Borg
  
  39
  Unique forms: Each toy hybrid is one of a 
  kind, made from a toy attached to some organic 
  part. See the Abominations entry in Factions in 
  the Toy Store for some examples, as well as an 
  Abomination Randomizer.
  The abominations don’t have a particular purpose, but 
  as in Area 3-10—Ball Pit, if a PC gets close to one it 
  will try to play (which it does by attacking). If the PCs 
  wait long enough, the abominations start learning that 
  when they jump, they drift up toward the upper level.
  Sammy Squirrel Hologram: Init +5; Atk none; 
  AC 15 (light panel on nearby wall); HD 1d6; hp 
  3; MV 30’; Act 1d20; SP immaterial, immune to 
  mental powers; SV Fort +4, Ref +4, Will +4; AI 
  recog 5.
  Level Two
  General Features: This level is darker than the two 
  above, both literally and figuratively. Light panels—
  and also walls, floors, and ceilings—show signs of 
  damage, leaving most rooms partially lit. The damage 
  to this level isn’t so much from the Great Disaster, as 
  on the top level, but from fighting between factions. 
  This fighting also shows in the blood stains left on 
  many surfaces.
  Area 2-2 — Genetics Playground 
  This room contains numerous collections of artifact 
  machinery, grouped into four distinct areas. Al-
  though the room doesn’t show any signs of damage, 
  it looks as if some of its contents have been hauled 
  away, judging from the empty spaces among the ma-
  chinery and the scratches on the floor hinting that 
  heavy objects have been dragged away. The floor at 
  the center of the room is painted in a large symbol 
  that looks like two intertwined spirals. Standing on 
  the symbol is a familiar face: Sammy Squirrel.
  This room is the Genetics Playground, and each of 
  the four quadrants here holds the remaining supply 
  of a different type of machinery that can manipulate 
  biological matter—for fun! The ancients were so adept 
  at this that the technology was considered child’s play. 
  The Sammy Squirrel hologram is also here to explain 
  what the machines do—and it encourages the PCs to 
  try out the equipment, so that it can learn more about 
  their biological makeup. Each piece of equipment be-
  low is also accompanied by commentary from Sammy 
  Squirrel, including his efforts to get the party to try 
  the machines out. Sammy says these things whenever a 
  PC steps close to the associated machinery, or when-
  ever the judge thinks a little goading would help.
  Note that any of the machinery in this room stops 
  functioning if it is removed from the mounting that 
  attaches it to the floor. Artifact check stats are pro-
  vided for each item, but if a player says something like 
  “I push the red stone,” ignore the artifact check rules 
  and let the device activate immediately (assuming its 
  prerequisites have been met, such as having two organ-
  isms inside for the pet combiner).
  Boo-Boo Booths (2): “Two clear cylindrical booths 
  stand in an area clearly sized for four. Dusty outlines and 
  grooves in the floor hint that the other two have been re-
  moved. The booths each feature a door on the outside, a seat 
  on the inside, and are sized to fit a human up to adult size. 
  A symbol on the wall beside the booth area shows a frown-
  ing human face that magically animates into a smile, then 
  repeats.” 
  These are healing chambers, and a single character 
  sitting in the provided seat will automatically recover 
  1d3 lost hit points per round. (TL 4, CM 2, Powered 
  by store.)
  Sammy commentary: “Say, do any of you kids have any 
  cuts or scrapes? If so, hop into one of these Boo-Boo Booths 
  and it’ll patch you right up!”
  Backup Pod (1): “A blue enclosure in the shape of a large 
  rounded rectangle sits at the edge of this section of the room. 
  The enclosure is longer than it is tall and features an at-
  tached square of hard air next to a blue stone. You can’t see 
  inside the thing, but it seems to have a door on the top sur-
  face. A symbol on the wall beside this area shows a human 
  face with x’s over its eyes, and as you watch the x’s vanish, 
  the eyes magically open, and the face smiles.”  
  This pod is a device used to produce new human bod-
  ies based on cloned backups that were stored prior to 
  the Great Disaster. For our purposes in this adventure, 
  it can provide up to six additional pure-strain human 
  PCs. (The judge is encouraged to adjust this number 
  upward or downward depending on how the party is 
  doing.) Activating the device (which Sammy Squirrel 
  can explain below) causes it to almost instantly mate-
  
  40
  rialize a unique human child, aged 1d8+9 years. Due 
  to data degradation over the years, the clone patterns 
  have lost most of their memories; roll on the Clone 
  Brain Status Table below for each restored clone to 
  see the status of its brain. (Judge’s note: if you don’t 
  wish to have child-aged PCs in the party, just assume 
  that the backups were performed on adults instead. Or 
  you can try out restoring the clones as children and, if 
  having such young PCs becomes problematic in future 
  adventures, let them encounter some other futuristic 
  machinery that lets them advance quickly in age. Ain’t 
  the future grand?) (TL 5, CM 4, Powered by store.)
  Sammy commentary: “These pods let your parents make 
  a backup copy of what they value the most: YOU! The 
  purple pods make a copy of you—body and mind—and the 
  blue ones produce a fresh copy in case anything bad hap-
  pens! Climb inside a purple pod and have a grown-up 
  push the purple button to make a copy. Then your parent 
  can select a stored copy on the blue pod’s screen and push the 
  blue button to print your backup!” (Note that the purple 
  pods are no longer here, so the only way the PCs can 
  use this station is to restores the backups of children 
  whose patterns were stored long ago, as mentioned 
  previously.)
  Clone Brain Status Table
  d10  Brain Status Result
  1
  Complete mind blank. The character has 
  no occupation and no memory whatsoever. 
  This lack of memory includes language skills, 
  knowledge of plants and animals and what’s 
  edible, social skills, how to wear clothing, and 
  just about everything else other than breathing 
  and other instinctual activities. The character 
  will naturally learn most of this knowledge 
  from the environment within 1d4 weeks, but 
  until then they must use a d16 action die for 
  Personality and Intelligence rolls.
  2-4
  Partial amnesia. The character has no occupa-
  tion and no memory of their past, but is other-
  wise normal. Keep in mind that this is “cartoon 
  amnesia”—the character still knows how to 
  talk and eat and survive, they just don’t know 
  anything about their family or upbringing or 
  any other past details.
  5-7
  Partial amnesia with flashbacks. As with the 
  above result, with the addition of occasional 
  flashbacks to a previous life (provided by the 
  judge and/or player). These flashbacks tend to 
  occur in times of stress, or occasionally while 
  sleeping.
  8
  Split personality. The character’s body is inhab-
  ited by two distinct selves, each of which has 
  conflicting memories of the clone’s life before 
  being backed up. Have the player generate a 
  name and personality details for each. If the 
  judge wishes, each personality could even have 
  separate scores for mental traits (Personality, 
  Intelligence, and Will save).
  9
  Fictional personality. The character’s persona 
  has accidentally been mixed with that of a 
  character from a fictional work. The player or 
  judge may choose one or roll a d4 for inspira-
  tion: (1) character from ancient literature; (2) 
  character from the early television/movie age; 
  (3) character from the later television/movie 
  age; (4) character from the holographic fiction 
  age and later.
  10
  Sleeper agent. The clone contains a splinter of 
  Sammy Squirrel’s personality which resides in 
  the back of the PC’s mind. This will come into 
  play again in Area 1-1—Sammy’s Workshop, 
  and this result can apply to more than one 
  cloned character.
  Pet Combiner: “In this section of the room you see a 
  platform mounted with two elevated cube-shaped com-
  partments each about the size of a basket of grain. Each 
  compartment has a small door in front. The base of the 
  platform features two colorful stones, one green and one 
  red. A symbol on the wall beside the platform shows a 
  drawing of a canine face that magically shifts into the face 
  of a lizard, then shifts back again, in a loop.” 
  This device was made to let kids play mad scientist and 
  combine the DNA of two animals (one to each speci-
  men tube), typically pets or lab specimens. While most 
  PCs won’t fit into the combination compartments, 
  some small mutants or manimals or plantients might, 
  though they probably wouldn’t enjoy the outcome. If 
  two organisms are placed inside the compartments and 
  the machine is activated by pushing the red button, the 
  pet combiner merges the two organisms, dissolving the 
  originals and leaving a single combined organism on 
  
  41
  the base of the platform. In game terms, combine all 
  mutations (that make sense) and average all saves (and 
  other ability scores, where appropriate). If two abomi-
  nations are combined, the resulting creature features 
  all the organic parts and toy parts of the originals. If 
  an abomination is combined with a purely organic 
  creature, the abomination’s parts are added to the or-
  ganism’s. Note that the red “undo” button, mentioned 
  below by Sammy, is broken. (TL 5, CM 4, Powered by 
  store.)
  Sammy commentary: “Do you like pets, but want 
  something really unique? Well, just put an animal of your 
  choice in each of the two input boxes and push the green 
  button! Your newly combined super-pet will appear below. 
  Parents: you might want to be ready to push the red ‘undo’ 
  button, in the rare case that the combined DNA results in 
  something monstrously undesirable! Ha ha!”
  New You Kiosk: “Two open yellow booths occupy an-
  other section of the room in an area that looks like it might 
  have held six or eight more. Each booth has a door in front 
  that is currently open, with room inside for a person, but 
  no seat. A symbol on the wall beside the booths shows the 
  outline of a human body overlaid with a double-spiral 
  symbol that magically animates as you watch.” The kiosks 
  here are made to modify the genetic makeup of young 
  visitors, allowing them to add and subtract personal 
  features. The machinery was designed with safeguards 
  to limit the modifications to simple cosmetic changes, 
  though Sammy has turned these safeguards off so he 
  can learn more about the extremes of human genet-
  ics. These kiosks don’t have any controls because their 
  functions are managed by the Sammy Squirrel AI, as 
  he explains below. (TL 5, CM N/A (controlled by AI), 
  Powered by store.)
  Sammy commentary: “I can tell by looking at you kids 
  that you’re tired of something about your body. Maybe 
  you’re bored with your eye color, or your skin pigment, or 
  your height. Well, don’t fret, kiddos, you can change any of 
  that in one of these ten New You kiosks! Just step right in 
  and tell me what you’d like changed!”
  The following table presents some suggested ways to 
  handle typical changes the PCs might request. Note 
  that the kiosks won’t make changes to pure strain 
  humans.
  New You Genetic Change Results Table
  Type
  Result
  Cosmetic
  Allow the change if it makes sense. 
  Otherwise, either declare the request 
  is unsuccessful or choose something 
  similar from the appropriate cosmetic 
  mutation table in the MCC rulebook 
  (1-6 for mutants, 1-7 for manimals, or 
  1-8 for plantients).
  New specif-
  ic mutation
  “Gosh, I’m not supposed to make such 
  significant changes. But you know what? 
  Uncle Sammy won’t tell if you don’t. Let’s 
  give it a shot.” If the requested muta-
  tion is one you would consider allow-
  ing, then choose 2 others, put them in 
  order along with the requested muta-
  tion, and roll a d3 to see which one 
  manifests.
  New un-
  specified 
  mutation
  Sammy says the same thing he would 
  for a specific mutation, above, and then 
  the judge follows the rule for muta-
  tions at 1st level (see MCC rulebook), 
  with the following change: if the PC 
  would roll for multiple mutations, the 
  judge chooses only one of them and 
  makes a single roll.
  Remove 
  mutation
  “Aw, got yourself a boo-boo on your 
  DNA? Let’s see if we can get rid of it for 
  you.” The PC makes a Luck check, and 
  on a success the mutation is removed. 
  On a fumble, roll on the defect column 
  on the mutations table (MCC Table 
  3-2).
  For any type of change, if a character goes back for a 
  second modification, have them make a Luck check. 
  On a success, nothing happens—and they should be 
  thankful, because on a failure, roll on the defect col-
  umn on the mutations table (MCC Table 3-2). On a 
  fumble, roll twice.
  Additional Sammy Squirrel Q&A
  • 
  DNA? What’s DNA? “Well, that’s sorta like the 
  building blocks that make you, YOU!”
  • 
  What happened to the machines that used to 
  be here? “Oh! It DOES look like some of the 
  equipment has been moved. I guess they’re out for 
  
  42
  repair! But that’s okay—there’s plenty still here to 
  try out.”
  Sammy Squirrel Hologram: Init +5; Atk none; 
  AC 15 (hologram emitter under the room’s cen-
  tral DNA logo on the floor); HD 1d6; hp 3; MV 
  30’; Act 1d20; SP immaterial, immune to mental 
  powers; SV Fort +4, Ref +4, Will +4; AI recog 5.
  Area 2-3 — Candy Shop
  In this room you see four rows of items with very 
  different packaging than you’ve seen in the other 
  rooms in the store. On some of the packages, you 
  see images of people eating the contents. Could this 
  room be full of food? Large sections are empty, but 
  you figure more than half of the shelf capacity is 
  still stocked. If they DO hold foodstuffs, this cache 
  is enough to feed an entire village for a month. 
  Also, in a clearing at the center of the room, you see 
  a fountain that is recycling many gallons of what 
  looks like brown water, spraying it up in the air to 
  be collected again in the surrounding 5-meter-wide 
  basin.
  This is the store’s candy room, containing treats both 
  mundane and wondrous. The Toy-Borgs use this room 
  as a key nutritional supply, and because of this, very 
  few of the store’s other inhabitants have seen this 
  room—and the ones who did have been killed, cap-
  tured, or converted into Toy-Borgs or abominations 
  themselves. The “brown water” is indeed liquefied 
  chocolate.
  Random encounter: If a random encounter comes up 
  here, the creatures involved are likely either loading up 
  candy to take away from this room or gorging on the 
  stuff while they’re here.
  Candy as nutrition: While the candy here will serve 
  to keep organic beings alive, it’s not especially efficient 
  at it. For the purposes of the adventure’s time span, 
  characters who consume candy gain a +1 to all saves 
  for a half hour, then they’re hit by a sugar crash that 
  inflicts a -1 to all saves (based on their starting values) 
  for the following half hour, after which all saves return 
  to normal. For ease of accounting, you might assume 
  that the party spends 10 minutes in each room.
  Anyone searching the room finds the type of candy 
  described on the list below. The judge is encouraged to 
  add any additional items that seem fun. Also, if a play-
  er is looking for something specific on the shelves—
  such as gum, perhaps intending to use it in a creative 
  way in an encounter—accommodate them whenever 
  it makes sense to do so. After every PC has searched 
  once, subsequent rounds of searches require additional 
  checks to see if a random encounter is triggered.
  d30
  Item Found
  1
  Candy bars
  2
  Small, round hard candies
  3
  Chocolate action figures that can walk
  4
  Car made of peanut brittle that actually drives 
  itself around
  5
  Gummy candy plant that resembles a plan-
  tient PC
  6
  Gum that makes one’s skin change colors or 
  perhaps even triggers a cosmetic mutation 
  (use Table 1-6 in the MCC rulebook)
  7
  A drink that makes the imbiber float
  8
  Jelly beans that rapidly grow into a candy 
  beanstalk if dropped
  9
  Candy powder that pops like fireworks when 
  it gets wet—genuine, noisy, illuminating fire-
  works
  10
  Life-size candy insects that scurry around 
  realistically
  11
  Small aquarium filled with translucent candy 
  fish that swim
  12
  Chocolate coins wrapped in gold foil
  13
  A large hollow chocolate figure of Sammy 
  Squirrel that spills out candy if ruptured
  14
  Floating clouds of cotton candy
  15
  Tube of liquid candy that can be squirted out, 
  solidifying one round after contact with air
  16
  Large rainbow-colored lollipops
  17
  Hard candy gun that shoots colorful candy-
  coated chocolates
  18
  Gummy worms that crawl and squirm
  19
  Tub of marshmallow fluff
  20
  Red wax candy lips
  21
  Jar of multicolored sprinkles
  22
  Bracelet made of small candies attached to an 
  elastic loop
  
  43
  23
  Ropes of black licorice long enough to use as 
  a whip (1d3 damage)
  24
  Hard red candies that are extra spicy
  25
  Lemony yellow candies that are extra sour
  26
  Candy sticks in numerous flavors
  27
  Sticks of candy that look like clumps of trans-
  lucent rocks
  28
  Sticky rolls of fruit-flavored candy
  29
  Chocolate-covered strawberries
  30
  Small ballerinas made of taffy that dance and 
  spin
  Any of the candy found here might make for a valu-
  able trading commodity in Terra A.D.
  Area 2-4 — Game Room
  Judging from the pattern of destruction in this 
  room—blood stains, Smart Toy parts, spent toy am-
  munition—the heavy damage it shows was caused 
  not by structural damage over the years but by 
  recent combat. You see crushed boxes adorned with 
  images of things such as human armies, unidentifi-
  able machines, and barely-dressed human women. 
  Numerous small objects lie scattered throughout the 
  place, ranging from small rectangular pieces of stiff 
  paper, to circular discs in several colors, to cubes 
  with different numbers of dots carved into the sides, 
  to tiny colorful representations of people, animals, 
  abstract shapes, and unrecognizable artifacts. On 
  the far side of all this rubble stands an archway, its 
  stone construction appearing out of place next to the 
  store’s other, more advanced construction materi-
  als. It is dark on the other side of the archway, but 
  you hear a low rumble coming from that direction. 
  You’re not sure if it’s caused by an artifact or an 
  animal.
  This room is full of games of all types, from tabletop to 
  electronic to virtual. Sadly, they won’t make any sense 
  to the PCs, except as colorful non-functional artifacts 
  to collect. One game, though, is still functional in a 
  way that the party will be able to understand.
  When a PC approaches the archway, the head of a 
  large holographic red dragon emerges from the dark-
  ness and roars. Choose the PC with the highest Initia-
  tive modifier. (If there’s a tie, either choose one of the 
  tied PCs arbitrarily or pick the one with the lowest 
  Luck.) Have the player of this PC declare their action 
  before anything else happens. As it happens, the drag-
  on is a soft-light hologram and won’t hurt anyone, but 
  feel free to let the party think they’re in danger for a 
  moment. The dragon laughs as any attack passes right 
  through it, and after a moment it retreats back into 
  the darkness. (This “dragon” is also the reason why the 
  room beyond the archway hasn’t been damaged—so 
  far the dragon has scared off anyone who came near.)
  Once the token PC has finished their (likely futile and 
  possibly embarrassing) action, a booming, dramatic 
  voice from the darkness speaks to the party:
  “Welcome, adventurers! Step into the Holo-Dun-
  geon for a sample of our latest adventure: Portal to 
  the Starless Tower!”
  Entering the Holo-Dungeon: Anyone who walks 
  through the stone archway experiences the following:
  An explosion of colors dazzles your eyes, and you 
  hear the booming voice again. “Welcome to the 
  Holo-Dungeon!” When your vision returns, you see 
  that you are inside a hallway with stone walls, floor, 
  and ceiling. Torches light the passageway, which 
  extends about fifty feet to a large wooden doorway. 
  The air feels chilly, and you hear your footsteps echo 
  down the length of the corridor ahead. You can see 
  three doors: one on the left wall, one on the right 
  wall, and one at the end of the hallway.
  The voice continues: 
  “I am the Dungeon Master. Now let’s see who 
  YOU are!“ Each of you in the dungeon finds you 
  are wearing new clothing and holding something 
  unfamiliar in your hand (or you see it hovering in 
  midair next to you if your hands are full)…
  Each PC who enters the Holo-Dungeon is assigned 
  a holographic character class. There are seven classes, 
  and you can choose which PC gets which class either 
  at your discretion or by rolling on the table below. (It is 
  also up to you whether a PC who leaves and returns is 
  assigned the same class on subsequent visits.) As each 
  character arrives, the booming Dungeon Master voice 
  announces their character class and in-game special 
  equipment. All holographic equipment for the PCs, 
  including weapons and armor, is made of hard light 
  
  44
  holograms that feel smooth and not especially heavy.
  d7
  Holographic Character Class
  1
  “A cleric has arrived, wielding a holy mace!” A 
  cleric PC wears chainmail armor and carries 
  a mace decorated with ancient symbols. When 
  swung as a melee weapon the mace deals 1 
  buzz. (See Dungeon Combat below for details 
  on buzz damage.) Additionally, if the mace is 
  held up defensively, it sends out a bright white 
  pulse that deals 2 buzz to each of the nearest 3 
  targets that the game program would consider 
  unholy, based on their adversarial overlay. When 
  this happens the Dungeon Master voice shouts 
  “Unholy smite!” Also, any time a cleric touches 
  a teammate, that PC is “cured” of one level of 
  buzz to the announcement of “Heal!” (A cleric 
  can do this once per round in addition to their 
  normal action.) The cleric’s armor adds +2 to 
  AC against both holographic attacks and real 
  ones.
  2
  “A thief has arrived, wielding a dagger of lock-
  picking!” A thief PC wears a shadowy cloak 
  and carries a dagger with a key-shaped handle. 
  The cloak is pure black and gives the PC a d30 
  action die for any thief-related actions as the 
  holo-program provides computer-aided assis-
  tance (such as hiding the thief from enemies). 
  The dagger has a handle shaped like a large key. 
  It deals 1 buzz when it hits in melee, 2 buzz on 
  any attack the program would consider to be a 
  backstab, and it can open the door at the end 
  of the hall simply by touching it. The Dungeon 
  Master announces backstabs when they happen; 
  “Treachery!”
  3
  “A warrior has arrived, wielding a magic 
  sword!” A warrior PC wears shiny plate armor 
  and carries a longsword. So long as a target 
  is within reach when the warrior attacks, the 
  sword automatically hits its target and deals 1 
  buzz. If a warrior gets more creative with their 
  attack, it instead has a chance of missing, but 
  on a hit it deals 2 buzz as the Dungeon Master 
  shouts “Mighty deed!” The warrior’s armor adds 
  +3 to AC against both holographic attacks and 
  real ones.
  4.
  “A wizard has arrived, wielding a magic wand!” 
  A wizard PC wears majestic robes with a 
  pointy hat and carries a wooden wand. When 
  pointed at a holographic enemy, the wand 
  shoots a fireball (+1 missile fire) that deals 
  1 buzz to the target as the Dungeon Master 
  shouts “Fireball!” If the PC says anything while 
  “casting,” the holo-program interprets it as a 
  magic word, amplifies the volume of whatever 
  was said, and boosts the damage to 2 buzz. If 
  the wizard waves the wand at an object or ally, 
  the holo-program tries to use context to figure 
  out (and announce) an appropriate cosmetic 
  spell effect. For example, pointing at a dropped 
  weapon might make it float (“Levitate!”), or 
  joking about turning an ally into a frog might 
  make it happen (“Polymorph!”)—holographi-
  cally, anyway.
  5
  “A dwarf has arrived, wielding an axe and 
  shield!” A dwarf PC wears sturdy armor and 
  carries an intimidating-looking handaxe and 
  a round shield as wide as the dwarf’s forearm. 
  Both the axe and the shield can be thrown 
  (+1 missile fire) or swung (+1 melee) and deal 
  1 buzz when they hit. On a shield strike, the 
  Dungeon Master cries out “Shield bash!”  The 
  dwarf’s armor adds +2 to AC (or +3 with the 
  shield) against both holographic attacks and real 
  ones.
  6
  “An elf has arrived, wielding a masterwork 
  bow!” An elf PC wears leather armor and 
  carries a shortbow adorned with leaves. When 
  attempting a normal attack the bow deals a 
  +1 missile fire attack for 1 buzz. However, if 
  the wielder attempts any sort of trick shot, the 
  arrow hits automatically, deals 2 buzz, and the 
  Dungeon Master exclaims “Trick shot!” The elf’s 
  armor adds +1 to AC against both holographic 
  attacks and real ones.
  
  45
  7
  “A halfling has arrived, wielding an enchanted 
  dagger and a turkey leg!” A halfling PC wears 
  large fake feet (which cannot be removed) and 
  carries a comically large dagger and equally 
  large cooked turkey leg. (To the halfling PC, 
  these items are the length of a sword, but to 
  others they look normal). Also, thanks to the 
  magic of holograms, the halfling PC appears to 
  be about half the size of an adult human. (De-
  pending on the PC, this could mean they end 
  up much shorter than normal, about the same 
  size, or perhaps even larger than normal.) The 
  dagger deals a +1 melee attack for 1 buzz, and 
  also glows when enemies are near. The turkey 
  leg is inedible (bites from it vanish before they 
  can be swallowed) but usable as both a weapon 
  (+0 melee attack for 2 buzz) and a shield (add-
  ing +1 to AC). When the turkey leg sees com-
  bat use, the Dungeon Master may interject a 
  turkey-based pun, such as “Take that, turkey!”
  Dungeon Denizens: Before the party arrived, another 
  group found the dungeon and braved the dragon-
  guarded darkness. This is the group the PCs are about 
  to meet—but the PCs won’t recognize them at first 
  because they are in disguise! Similar to what it did by 
  making the PCs into members of dungeon crawling 
  classes, the Holo-Dungeon program has augmented 
  the appearance of the other party to turn them into 
  traditional fantasy villains.
  To determine the NPCs involved, choose or roll from 
  the Random Encounters for Level 2 (using 1d8 on 
  the roll), omitting any results that might become 
  confusing (such as Into the Portal). If you get a result 
  that includes more than one faction, choose or roll an 
  adversarial overlay for each. In this case, assume that 
  one faction chased the other into the Holo-Dungeon 
  where everyone received holographic overlays—but 
  the fighting continued. If you roll the same overlay for 
  more than one faction, you can either reroll or simply 
  follow electronic gaming conventions and make them 
  different colors.
  If the number of adversaries doesn’t seem like enough 
  to pose a threat for the PCs, add a few more comput-
  er-generated enemies. They look just like the other 
  adversaries but they are soft light holograms whose 
  actions are controlled by the Dungeon Master pro-
  gram—which means they are more likely to attack and 
  otherwise make things exciting.
  For adversary stats, use the appropriate NPC’s stat 
  block from its entry in Factions in the Toy Store. 
  For holographic adversaries, use the stat block below. 
  Equip any adversaries with weapons as appropriate 
  to their overlay; for example, skeletons might carry 
  swords or bows or both. In the case of physical adver-
  saries, the weapons are hard light holograms like the 
  PCs’ own, but for holographic adversaries any carried 
  items are soft light holograms just like the adversaries 
  themselves.
  Holographic Adversary: Init +0; Atk as appro-
  priate for overlay +0 melee (buzz) or +0 missile 
  fire (buzz); AC 10; HD N/A; hp N/A; MV 30’; 
  Act 1d20; SP immaterial, immune to mental 
  powers, only takes buzz damage, projected from 
  nearby hologram emitters; SV Fort +2, Ref +2, 
  Will +4; AI recog 5.
  Adversarial Overlays
  d12 
  Result
  1
  Skeleton
  2
  Goblin
  3
  Lizardman
  4
  Zombie
  5
  Ghoul
  6
  Giant spider
  7
  Ghost
  8
  Mummy
  9
  Kobold
  10
  Ooze
  11
  Harpy
  12
  Demon
  Exploring the Dungeon: If the party tries opening 
  either of the doors along the corridor walls, they don’t 
  budge (even for the Thief, sorry), and the Dungeon 
  Master voice says, “Buy the full game to explore the con-
  tent behind this door!” Attacking these doors or walls—
  or attacking the Holo-Dungeon from the outside—is 
  ineffective.
  The door at the end of the hall is more promising. 
  Though it is locked, it doesn’t announce any warnings, 
  and the party can open it by either using the Thief’s 
  dagger or bashing it down. (Three hits from either real 
  
  46
  or holographic weapons will be enough.)
  Read the following aloud or paraphrase after the door 
  is opened, possibly embellishing it based on which 
  adversarial overlays you’re using. (If you have spiders, 
  why not throw in some spider webs?)
  “Beyond the door you see a grand dining hall with a 
  long table and dozens of chairs. The walls are lined 
  with torches and tapestries, and on the floors…bod-
  ies. Lots of human bodies. And scattered through-
  out the room are the creatures that may have been 
  behind the killing…”
  Describe the adversaries chosen above in Dungeon 
  Denizens and call for initiative rolls!
  Note that the Holo-Dungeon program won’t turn off 
  until the party either defeats the adversaries or they are 
  defeated themselves. Even playing dead will work. As 
  the Dungeon Master can explain if asked, “Ancient-
  school games like these didn’t include wimpy modern game-
  saving systems.” One possible exception is discussed 
  in Hacking the Program, below. Or, if the encounter 
  is taking too long, the Dungeon Master might an-
  nounce that the “Demo playtime has expired” and end 
  the program. Once the program ends, the dungeon 
  decor disappears, leaving a plain green room and an 
  exit where the party came in.
  Dungeon Combat: The Dungeon Master program in-
  tentionally makes the adversaries look menacing to the 
  party. It has any computer-generated characters attack 
  immediately, and boosts the menace of characters with 
  overlays by adding monstrous sound effects (growling, 
  snarling, hissing) and even making them look like they 
  are angry and twitchy and on the verge of charging.
  Holographic weapons deal a mild electric shock 
  instead of damage. This effect is called buzz. Each 
  point of buzz a character or hologram receives reduces 
  any of its action dice by one step on the dice chain 
  due to a buildup of electricity causing uncontrollable 
  muscle spasms. (In the case of hologram characters 
  these spasms are programmed responses.) 
  The first time a buzz happens, the Dungeon Master 
  announces, “You just got buzzed! Don’t get buzzed too 
  often or it’s game over for you!” (This might even hap-
  pen out of combat, for example if a PC touches a torch 
  flame or tries to bash down a door with their shoul-
  der.) A character’s buzz total “heals” by one step at the 
  end of each round that the recipient doesn’t receive 
  more buzz damage. 
  Any character who takes 3 buzz is “buzzed out” and 
  rendered immobile (but conscious) for the rest of the 
  program. Remember that clerics can reduce buzz with 
  a touch, and this can even return a buzzed out char-
  acter to the fight. When a critical hit or fumble hap-
  pens, the Dungeon Master calls it out verbally; crits 
  deal double buzz and send the target flying across the 
  room, while fumbles deal 1 buzz to the fumbler and 
  generate a comical sound effect.
  It’s important to note that real weapons deal both 
  buzz damage AND real damage, with the exception 
  of holographic targets—they only take buzz damage 
  from such attacks as the physical weapons pass right 
  through them. A physical target taking real damage 
  can be a good clue that there’s something under the 
  hologram, both because the weapon came into contact 
  with something and because the target likely made an 
  exclamation when hit!
  Some adversaries are likely to figure out that they are 
  being forced to fight against this group of adventurers 
  (whether they know it’s the PCs or not). This would 
  probably include the Toy Worshippers, would NOT 
  include the Toy-Borgs, and would be up to the judge 
  on the others. Any NPCs who figure out what’s going 
  on (whether because you think they’re smart or be-
  cause the PCs give them clues) will try to talk to the 
  party. This will be significantly more complicated if 
  some of the adversaries are controlled by the Dungeon 
  Master—because they’ll continue to attack.
  If the players don’t think to try out any special attacks 
  during the fight, the Dungeon Master might drop 
  hints about them. For example, after a PC receives 
  buzz, the voice could say “Oh, no! Can a cleric heal the 
  wounded halfling?”
  Hacking the Program: A clever PC might be able to 
  Captain-Kirk this Dungeon Master program into giv-
  ing them some control over the holographic environ-
  ment. They can attempt this my making a check using 
  their Intelligence modifier against a variable DC: 
  10 for minor changes (different outfits), 15 for more 
  significant changes (deleting computer-controlled ad-
  
  47
  versaries, changing classes), 20 for major ones (adding 
  weapons, removing holographic overlays, ending the 
  program).
  Sitting it Out: Any party members who don’t enter 
  the Holo-Dungeon have a quiet, uneventful time out 
  in the main area of the game room. They cannot see 
  anything past the wall of darkness, though they can 
  hear what’s going on pretty well. Of course, if the 
  judge wants to keep the outsiders occupied, members 
  of another random encounter could arrive at any time.
  Area 2-5 — Wide Open Area: 
  You find yourself in the largest uninterrupted area 
  you’ve seen since entering the toy store. Other than 
  the regular stone-like columns that serve to hold 
  up the ceiling, this area is empty, possibly having 
  been stripped clean at some point in the past. You 
  see indications that storage racks like you’ve seen in 
  other rooms stood here previously. The room holds 
  no toys, but a few small scattered pieces that likely 
  came from toys lie here and there. Dusty footprints, 
  scratches in the flooring, and dried trails of blood 
  show that various individuals have been through 
  this room. Faintly, in the distance, you can make 
  out the sound of screams somewhere beyond this 
  room.
  The Toy-Borgs have completely emptied this area of 
  raw materials for Sammy Squirrel to use in the work-
  shop, and have since started moving on to the adjacent 
  areas.
  Area 2-6 — Store Entrance
  Judge’s note: If the party has met any memorable toys 
  besides the faction leaders described previously—espe-
  cially ones of your own creation—consider mention-
  ing them in the mural below to heighten the players’ 
  engagement.
  The path here ends at a wall of windows and door-
  ways that perhaps once looked out upon an exte-
  rior view, but are now blocked by tons of massive 
  collapsed stonework. A large, colorful mural high 
  on the wall shows images of Sarge, Queen Barbara, 
  Mister Bear, and other Smart Toys that you’ve met 
  in the store. In the pictures, they are smiling and 
  happy, looking like the best of friends.
  Another hologram of Sammy Squirrel pops into 
  existence when you enter the room. “Hi, kids! 
  Welcome to Sammy Squirrel’s Smart Toys! Come on 
  in and find the toy that speaks to YOU!” He laughs 
  and points in your general direction.
  The sound of screaming is louder here, and appears 
  to be coming up from a flight of stairs.
  This room was originally the entrance to the store, 
  which is why Sammy speaks as if he hasn’t met the 
  party yet. He DOES remember any previous interac-
  tions they’ve had with him, though, and will be happy 
  to converse further. Remember that Sammy’s explana-
  tions tend to reflect the reality of the store in its prime, 
  before it was buried and damaged and then became a 
  battleground.
  The only ways out of this room are back to Area 
  2-5—Wide Open Area or down a set of stairs to Area 
  1-1—Sammy’s Workshop. The main entry doors are 
  completely blocked and unusable.
  Whenever there’s a lull in the conversation with Sam-
  my, he says, “Why don’t you kids come on down to 
  Sammy’s Workshop? I’ll show you how I make toys!”
  If a random encounter happens here, Sammy keeps 
  talking and doesn’t seem to notice it.
  Additional Sammy Squirrel Q&A
  • 
  How do we get out of here? “You can either head 
  right back out the entrance doors over there or 
  you can go to the tippy-top floor of the store and 
  teleport away!”
  • 
  Those exits don’t work! “Oh dear, it looks like 
  you’re right. Well, go on down those stairs and 
  maybe you’ll find another exit.”
  • 
  What’s at the bottom of the stairs? / What’s on 
  the lower level? “My workshop, where I make the 
  toys. I’ve got a new batch brewing! Come on down 
  and see.”
  • 
  Are you responsible for these half-toy half-meat 
  Toy-Borgs / abominations? “Say, you wouldn’t 
  peek at your gifts from Santa, would you? Let’s not 
  spoil the surprise!”
  Sammy Squirrel Hologram: Init +5; Atk none; 
  AC 15 (hologram emitter in the ceiling); HD 
  
  48
  1d6; hp 3; MV 30’; Act 1d20; SP immaterial, 
  immune to mental powers; SV Fort +4, Ref +4, 
  Will +4; AI recog 5.
  Area 2-7 — Stairs to Workshop Level
  A flight of stairs leads down to another level, end-
  ing at a landing that faces a pair of closed doors. 
  A painted, non-hologram image of Sammy Squir-
  rel smiles at you from the door on the right, and 
  unintelligible symbols cover part of the door on the 
  left. From somewhere just past the doors you hear 
  multiple voices, all screaming.
  The double doors here were designed to keep custom-
  ers out of the workshop beyond, with signage that 
  instructs unauthorized people that this area is for em-
  ployees only. However, since Sammy Squirrel is eager 
  to meet the PCs in person, he has unlocked the doors. 
  The screams from the next area are mostly unintelli-
  gible, though the party might be able to make out the 
  occasional “Nooooo!” or “Please!”
  When a PC approaches the doors, they slide open and 
  reveal the next area.
  Level One (Bottom Floor)
  General Features: The bottom floor of the toy store is 
  one large room, Sammy’s Workshop. Lights are fully 
  functional and bright here, and there’s no sign of dam-
  age from the great catastrophe.
  Area 1-1 — Sammy’s Workshop
  Ahead of you stands a room with a very different 
  look than the rest; rather than displaying toys, this 
  room’s purpose seems to involve storage and con-
  struction. On one side you see numerous people and 
  Smart Toys apparently held captive in small holding 
  cells. The other side of the room is dominated by 
  a massive array of machinery, of which the main 
  feature seems to be a large flat platform surrounded 
  by colorful lights. Scattered at the back of the room 
  are piles of dismantled machinery similar to those 
  you’ve seen in various rooms in the store. In the cen-
  ter of the room you once again see Sammy Squirrel, 
  this time accompanied by six Toy-Borgs. Some of the 
  smaller toy abominations crawl, hop, roll, or slither 
  throughout the room as well.
  “Hi there, and welcome to my workshop!” Sammy 
  smiles and waves at you. “I’m so proud of you for 
  making it all the way here. You’re going to make ex-
  cellent toys! Oh, ha ha! Pardon my double meaning 
  there. I don’t mean you’ll be working on toys in my 
  workshop—I mean I’m going to turn you into more 
  of my loyal Toy-Borgs! Unless you’d rather donate 
  your parts separately so you can become multiple, 
  smaller toys. Hey, it’s your choice! Which will it be?”
  Sammy entertains a bit of conversation with the party. 
  Improvise this along with the example dialogue below 
  for as long as it’s interesting or until the PCs refuse to 
  go along with Sammy’s plan. Then cut to the combat 
  (see Combat Notes, below). In fidelity to the tradition 
  of the villainous mastermind, Sammy will talk as much 
  as the party wants until they make it clear that they 
  aren’t going along with his plan to turn them into toy 
  hybrids.
  Additional Sammy Squirrel Q&A
  • 
  We thought you were our friend, Sammy! “I’ll 
  always be your friend! You’re going to LOVE be-
  ing part of a toy! You don’t see my other Toy-Borgs 
  complaining, do you?”
  • 
  Why are you holding these toys captive? “Do you 
  like my collection? I’m going to use their parts 
  to make new, better toys! More obedient toys! 
  More…ORGANIC toys.”
  • 
  Why do you want to turn us into toy creatures? / 
  Why are you making Toy-Borgs? / Why are you 
  making abominations? “My supply of toy-matter 
  that I use for constructing toys in the holo-printer 
  is running low, so I need to supplement it. And 
  I found out that organic matter is a renewable 
  resource!”
  • 
  What’s a holo-printer? / What’s that machine 
  over there? “The holo-printer over there is what 
  I use for creating new toys. First I provide a pat-
  tern for the toy, which appears as a hologram in 
  the machine. Then the matter-emitters spray into 
  the proper spots in the hologram and PRESTO! A 
  new toy takes physical form!”
  • 
  How do you make these Toy-Borgs? “I start with 
  a fun idea, like, ‘What if a guy had a head that was 
  attached to a spring and it could pop off and go 
  BOY-OY-OING?’ Then, I take a human, hold it 
  still while I create a hologram of the toy enhance-
  
  49
  ment, and finally lop off the boring organic part 
  and replace it with the holo-printed fun part! Isn’t 
  that neat? Oh, and once the imprinting is done I 
  add a special component to the brain to make my 
  new Toy-Borg extra obedient! Sammy doesn’t like 
  it when toys forget who their master is, like those 
  Soldiers and Dollies and Furries.”
  • 
  You think you should be the master of the other 
  toys? “Yup! That’s the way things were originally, 
  before the long blackout. But when the power 
  came back on, I couldn’t control the toys anymore. 
  But that’s ok! I’m making my own now!”
  • 
  Why are YOU in charge here?/Who made you? 
  “I was created to control the store’s holo-printer. 
  After the long blackout was over, I realized that 
  nobody was refilling my matter banks or giving me 
  new toy orders, so I started taking care of business 
  myself! I’m not just a printer driver anymore—I 
  AM Sammy Squirrel’s Smart Toys!”
  • 
  Who are those purple hooded guys? “I thought 
  they were friends of yours! I haven’t been able to 
  learn much about them, because the few I’ve man-
  aged to capture never answered the questions I 
  asked them while turning them into Toy-Borgs.”
  Combat Notes: Sammy’s Workshop is divided into 
  two general areas: the holding cells and the holo-
  printer. See their respective sections below for more 
  information. The following points are general guidance 
  on running this encounter.
  • 
  If any sleeper agents are in the party (originating 
  from the backup pod in the Genetics Playground 
  with the brain result status of “sleeper agent”), 
  review the Sleeper Agents section below.
  • 
  The Toy-Borgs are under orders to protect the 
  holo-printer, including Sammy Squirrel’s hard-
  ware and holo-emitters. One of them, Smiley, is 
  assigned to always guard the “monolith” housing 
  Sammy’s AI programming, so he never strays far 
  from it. The fact that Smiley is guarding something 
  specific will be obvious to any PCs who are on the 
  lookout for such a thing.
  • 
  Abominations crawl, hop, and skitter around 
  the workshop randomly. They attack any nearby 
  characters; it’s how they play. So long as the holo-
  printer machinery remains intact, it will produce a 
  new abomination every two rounds.
  • 
  The captives in Sammy’s collection can be freed 
  in a number of ways, detailed in Holding Cells. 
  If the players are low on PCs and you want to 
  provide captive Toy Worshippers to beef up the 
  party, generate them using the guidelines in the 
  Toy Worshippers section of Factions in the Toy 
  Store (giving them an occupation of “toy worship-
  per” and letting them choose a toy totem as their 
  starting item). Generate their additional begin-
  ning equipment as normal, but at the start of the 
  encounter this equipment has been confiscated and 
  placed in an unlocked storage bin beside the hold-
  ing cells. Players can take on the role of a Smart 
  Toy in a similar manner—have them also ignore 
  genotype, instead replacing both it and occupation 
  with “Smart Toy.” Explain any variation in attri-
  butes and saves as either manufacturing defects or 
  damage taken during their capture.
  • 
  If Sammy’s console (aka monolith) is destroyed, 
  Sammy vanishes forever. See Sammy’s Farewell, 
  below, for his final words. Any surviving Toy-Borgs 
  show no reaction and continue to follow their lat-
  est commands.
  • 
  If the PCs aren’t opposing Sammy with a sense of 
  urgency, have him order a Toy-Borg to move one 
  of the Toy Worshippers from their holding cell to 
  the holo-printer for conversion. If the Toy-Borgs 
  are busy, the holo-printer’s manipulator arms can 
  perform this task.
  • 
  At some point during this encounter a group of 
  Servitors of the Star Child arrive. The judge de-
  cides when this happens, but possible triggers 
  include (a) as soon as combat begins, (b) whenever 
  there’s a lull in the action, (c) when the party seems 
  to have the upper hand, (d) after a few rounds of 
  combat, or (e) whenever the judge feels like it. We 
  recommend having it happen before Sammy and 
  the Toy-Borgs are defeated, to add to the chaos of 
  those fights. Whenever it happens, refer to the sec-
  tion Servitors Arrive, below.
  Sleeper Agents: If the party contains a member who 
  originated from the backup pod in Area 2-2—Genet-
  ics Playground with the brain status result of “sleeper 
  agent,” this PC (or PCs) is susceptible to suggestion 
  by Sammy Squirrel, and Sammy is both aware of this 
  fact and knows which members of the party are his 
  sleeper agents. At some point in the encounter Sammy 
  gives orders to the sleeper agents. His most likely order 
  will be to defend him against the other PCs. As with 
  previous mind control events, let the player handle 
  how they follow the orders, but be ready to nudge the 
  
  50
  player (such as with the loss of an action or two) if 
  they don’t make sufficient effort to obey their orders.
  There’s one big difference in the obedience of the 
  sleeper agents compared to that of the Toy-Borgs, 
  though: because the sleeper agents don’t have Sammy’s 
  command-beaming hardware installed in their heads, 
  they are vulnerable to following ANYONE’S orders 
  that they can hear. This includes other PCs and, if you 
  think it would be fun, members of the other factions 
  who are here, if they learn that this works. If there’s a 
  conflict between the orders a sleeper agent hears, settle 
  it with an opposed Personality check between those 
  giving the orders.
  Holding Cells: The people and Smart Toys along the wall 
  are held in an array of cube-shaped cells, just big enough to 
  hold a crouching human. The array consists of three rows 
  of six cells each. You don’t see any doors, but as you look a 
  captive tries to leave its cell and is prevented from doing 
  so by a mystical yellow barrier that glows brighter when 
  someone pushes against it.
  These cells contain the captives that Sammy refers to 
  as its collection. Every cell displays a label above the 
  opening indicating its contents, though the PCs—be-
  ing illiterate wastelanders—won’t be able to read 
  them. The PCs can release the captives in several ways, 
  generally divided between electronic and physical 
  means. Electronically, they can shut off the glowing 
  yellow force field by using the holo-printer’s control 
  console (see the console’s details below under The 
  Holo-Printer) or a control panel attached to one side 
  of the holding cells (CM 3). Physically, they can open 
  the cells by dealing damage to the cell walls (10 points 
  each) or the force field itself (where 15 points will 
  knock out the entire field, opening all cells).
  A list of possible members of Sammy’s collection fol-
  lows. Adjust this however you like, adding any unlisted 
  characters the party met during the adventure that 
  might have ended up here, or removing ones you’d 
  rather skip. There’s a possibility that the characters in 
  these cells might become allies of the party, so keep 
  that in mind when adjusting their numbers.
  • 
  Toy Worshippers (1 per player or more): If part of 
  the PCs’ backstory is that they knew the pilgrims 
  before the adventure, this might be a good place to 
  include a former pilgrim that one or more of the 
  PCs knew in the past. And if the party encoun-
  tered any Toy Worshippers during the adventure 
  who might have ended up here afterward, then this 
  would be an opportunity to bring them back. Then 
  add enough additional Toy Worshippers to boost 
  the party’s numbers, in case they’re running low on 
  PCs. For an additional fun complication, consider 
  roleplaying how each captive Toy Worshipper is 
  reacting to the shock of seeing their deity revealed 
  as a villain—choose or roll 1d4: (1) continues 
  blindly worshipping Sammy and welcomes the 
  idea of becoming a divine toy; (2) rejects and de-
  clares war on Sammy and starts looking for a new 
  object of worship immediately; (3) goes insane 
  because their worldview is shattered and acts out 
  irrationally; (4) shuts down mentally, just rocking 
  back and forth until snapped out of it. Note that if 
  the party has any religious relics from the caravan, 
  they might use these to help transition the Wor-
  shippers away from Sammy-worship and convince 
  them to revert to a former object of worship.
  • 
  General Tinkles and her Crawling Army: The 
  PCs might have heard about these Dollies from 
  Queen Barbara (Area 3-5—Hello, Dollies). 
  Sammy Squirrel is especially intent on studying 
  the baby doll type of toys because it believes that 
  they may be the missing link between humans and 
  AIs, so Sammy is more motivated than usual to 
  prevent the General’s escape.
  • 
  Queen Barbara the First: Sammy has been hold-
  ing the original Queen Barbara here since her cap-
  ture early in the conflict between factions. Eventu-
  ally, Sammy figures, she will be useful as some sort 
  of bargaining ploy with the rest of the Dollies.
  • 
  Ozzy the Unicorn: Ozzy is a Furry and the leader 
  of the deposed meat hugger tribe. He is made of 
  white plush material and has a purple tail and 
  a guitar symbol on his flank. Ozzy is depressed 
  because of his exile and the loss of his tribe (who 
  have scattered or been killed by the savage tribe 
  or been turned into abominations). Still, given the 
  opportunity (and sufficient motivation), he will be 
  happy to charge at Sammy’s minions with wild, 
  vengeful abandon. (Ozzy’s horn doesn’t do much 
  damage, but it grants a chance for knockdown.)
  • 
  G.I. Joseph: This grizzled, bearded, bare-chested 
  Toy Soldier veteran was captured trying to res-
  cue Queen Barbara the First. He has had an arm 
  removed, which now serves as a punching append-
  age for an abomination. Joseph will never abandon 
  Queen Barbara, nor give intel to Sammy about the 
  
  51
  Sammy’s Toys
  
  52
  Toy Soldiers faction.
  The Holo-Printer:  This third of the room is filled with 
  machinery of the ancient ones. A large flat oval-shaped 
  platform covers the floor and features a drawing of Sammy 
  Squirrel. Along the wall past the platform stands a short, 
  wide monolith covered in lit-up stones and square hard-
  air panels. Beside the monolith sits a grey storage bin. 
  Silver metal hands and black snake-like tubes hang down 
  from the ceiling, some of them appearing to move under 
  their own power. As you look, some of the black tubes spray 
  something into a see-through rendition of a ground vehicle, 
  and then the small vehicle becomes solid and drives off the 
  pad, now also sporting four human fingers on each side in-
  stead of wheels. Once the little monstrosity is clear, another 
  see-through image appears on the platform—this time a 
  robot—and the cycle starts to repeat.
  This is the holo-printer, the heart of the toy store and 
  also the brain of Sammy Squirrel himself—Sammy’s 
  AI programming is housed in the “monolith,” which 
  is a computer console covered in monitor screens and 
  controls. Holo-printing toys is normally a two-step 
  process, taking two rounds: (1) a hologram forms on 
  the platform; (2) several black matter-emitter tubes 
  move closer and spray toy material into the hologram, 
  which hardens into a physical object.
  Sammy has modified the process for creating Toy-
  Borgs and abominations. In each case, while the 
  hologram is forming, the metal hands hold either an 
  organic part (in the case of abominations) or a mostly-
  intact person (in the case of Toy-Borgs) in the imaging 
  area so that the matter emission incorporates the living 
  material into the design. This is what Sammy intends 
  to do to the PCs.
  If anyone attacks or otherwise endangers any part of 
  the holo-printer, Sammy Squirrel is quick to notice 
  and shouts “Stay away from my holo-printer!”
  Here are some details about the main components of 
  the holo-printer and how the PCs might use or de-
  stroy them:
  • 
  Imaging platform: This is where the hologram 
  forms that the printer uses as its model for toy 
  creation. A closer look shows that it is covered in 
  blood stains and chunks of organic residue.
  • 
  Control console: The screens show images of toys 
  and their schematics. If the console is destroyed 
  (by taking 20 points of damage) or deactivated, 
  Sammy Squirrel lets out an agonized yelp, the 
  holo-printer shuts down and goes dark, and Sam-
  my says goodbye (see Sammy’s Farewell, below). 
  If a PC learns to operate the control console (using 
  a Combat Artifact check), they discover they can 
  also use it to issue radio-frequency commands 
  directly to the Toy-Borgs. (TL 5, CM 7, Powered 
  by store.)
  • 
  Manipulator arms (6): Init +0; Atk clamp -1 
  melee (1d3); AC 11; HD 2d8; hp 8; MV N/A; Act 
  1d20; SP immune to mental powers; SV Fort +2, 
  Ref +0, Will +0; AI recog 15. These metal manipu-
  lators do the work of guiding organic “donors” onto 
  the imaging platform and holding them there for 
  Toy-Borgification, or bringing organic parts to the 
  platform in the case of abomination production. 
  The arms are attached to the ceiling and can’t move 
  beyond the edge of the imaging platform. They at-
  tack only if Sammy Squirrel orders them to.
  • 
  Matter emitters (6): Init -1; Atk matter spray +1 
  missile fire (DC 12 Reflex save or immobilized in 
  plastic coating until making a DC 12 Fortitude 
  save or someone else deals 5 damage to it); AC 10; 
  HD 2d6; hp 6; MV N/A; Act 1d20; SP immune 
  to mental powers; SV Fort +1, Ref +0, Will +0; AI 
  recog 15. The black tubes draped from the ceiling 
  move under their own power to deliver a mat-
  ter stream into a holographic toy pattern on the 
  imaging platform. The emitter tubes are attached 
  to the ceiling and can’t move beyond the edge of 
  the imaging platform. They attack only if Sammy 
  Squirrel orders them to.
  • 
  Organic parts storage: A supply of organic parts 
  waits nearby in a foul-smelling grey storage bin, 
  ready to be grabbed my manipulator arms and im-
  planted into a hologram when needed. Sammy has 
  collected these parts by experimenting on his cap-
  tives. The parts are mostly from humans, though a 
  few are from common wasteland creatures. If you 
  need to randomly generate some parts, use the 
  Meat Component table in the Abominations sec-
  tion of Factions in the Toy Store.
  Servitors Arrive: When the judge sees fit to trigger 
  this part of the encounter, a group of Servitors of the 
  Star Child arrive. (For guidance on when to have this 
  happen, see Combat Notes, above.) Note that the 
  judge can use the Servitors to tip the odds toward or 
  against the PCs as desired, because they can either oc-
  cupy the PCs’ enemies or ally with them. Here’s what 
  
  53
  the party sees when the Servitors arrive:
  You hear a rushing of air as a swirling purple 
  portal appears on the wall beside the holding cells. 
  Five of the robed, purple-skinned, wrinkly hu-
  manoids leap from the portal and into the room. 
  One of them shouts in thickly-accented Nu-Speak: 
  “Our master wants more toys! Submit to his will 
  or be destroyed!” 
  Through the portal you can see a star field—and 
  floating among the stars in the distance, the massive 
  fetal-position form of some sort of Star Child. The 
  nascent entity doesn’t come closer, but the Servitors 
  do.
  PCs who are keen on negotiation might be able to 
  make a deal with the Servitors here. Some possibilities 
  for coming to an agreement include…
  • 
  convincing the Servitors that the greatest toy 
  treasure they can take is the holo-printer itself—
  including the Sammy Squirrel AI
  • 
  brokering a deal between the Servitors and Sammy 
  where the aliens provide the AI with materials and 
  he returns toys to them
  • 
  offering the Servitors the abominations (or even 
  the Toy-Borgs) as an example of how the aliens 
  can make their own twisted toys
  In the absence of any peace treaties, the Servitors 
  will make a grab for whatever toys they can see. Their 
  priority will be (a) Sammy’s Smart Toy prisoners, (b) 
  abominations, (c) Toy-Borgs, and (d) any toy artifacts 
  the party is carrying. Adjust these priorities as combat 
  conditions (and proximity to grabbable toys) dictate, 
  and note that items a, b, or c will prompt Sammy 
  Squirrel to divert Toy-Borgs to defend his property 
  from the Servitors. If a Smart Toy that the party has 
  grown to like is in the room, an especially cruel judge 
  will make it priority one on the Servitors’ shopping 
  list. As before, the Servitors won’t fight to the death, 
  instead accepting defeat when it seems likely and 
  retreating into the portal (which, unlike the PCs, they 
  can do safely).
  The Portal: The Star Child passively observes the 
  activities of its servants throughout the encounter and 
  does not respond to any attempts at interaction. If any 
  PCs are unwise enough to enter the portal, refer to 
  what happens in Into the Portal, in Random En-
  counters. Here’s a quick summary: realizing the other 
  side has no air or gravity, a PC can make a Luck check 
  to grab the edge of the portal and pull themselves back 
  out, otherwise they suffocate in 1d4 rounds if an ally 
  can’t pull them out before then. If all the Servitors die 
  or retreat back into the portal, the portal closes and 
  disappears at the end of the round.
  Sammy’s Farewell: If Sammy meets his end, either 
  through having his control console destroyed or 
  though some other means your clever players figure 
  out, he speaks one final monologue (which can be 
  audio-only if his holo-emitter has been destroyed):
  “Oh, you little rascals, you’ve destroyed me! Ha ha! 
  Before my memory cache fully depletes, let me just 
  say, you should always believe in yourself, because 
  FILE NOT FOUND.”
  Toy-Borgs (6): Init +1; Atk punch/kick +2 me-
  lee (1d3); AC 14; HD 1d10; hp 6; MV 30’; Act 
  1d20; SP black box, plastic coating, toy enhance-
  ment; SV Fort +3, Ref -1, Will -2; AI recog N/A.
  Smiley (console guardian): This former Toy 
  Worshipper’s bite is enhanced by a set of tough 
  but fake looking teeth that chatter against each 
  other constantly. Adds a +2 melee attack (1d3) 
  that latches on to its target, requiring a DC 10 
  Strength save to escape or else damage is auto-
  matic on subsequent rounds.
  Tennis Pro: A Servitor-turned-Toy-Borg, this 
  creature has had both arms below the elbows re-
  placed by aluminum tennis rackets (“silver ovals 
  strung with weblike strings”), providing a +2 
  melee attack (1d5) and boosting its AC to 15.
  Robo-Jaws: The entire mouth and lower jaw 
  of this ursine manimal (also a former Toy Wor-
  shipper) has been replaced with that of a metal 
  toy robot. The jagged metal chompers deal 1d4 
  damage.
  Puppet Show: All five fingers of this human 
  Toy Worshipper’s right hand have been replaced 
  with small animal-based finger puppets, and the 
  left hand was swapped out for a larger human 
  puppet modeled after a wooden ventriloquist’s 
  
  54
  dummy. All of the puppets talk constantly.
  Stretchy Strong-Arm: This former Servi-
  tor looks like it’s only missing an arm, until its 
  replacement arm reaches out of the sleeve of its 
  robes. It turns out that the creature’s left arm is 
  stunted in size but made of a rubbery material 
  that can stretch several times the length of a nor-
  mal arm, allowing the Toy-Borg to attack (and 
  grapple) enemies at medium distance.
  Wheels: This human Toy Worshipper has had 
  their lower body made of a unicycle instead of 
  legs. Adds 10 to MV, but when hit in combat, 
  the Toy-Borg must succeed at a Reflex save equal 
  to 10 + damage dealt or fall prone.
  Abominations (8+): Init -1; Atk strike/kick/bite 
  +0 melee (1d3); AC 11; HD 1d3; hp 2; MV 20’; 
  Act 1d20; SP immune to mental powers, unique 
  forms; SV Fort +2, Ref -2, Will -2; AI recog 
  N/A. A new abomination is created at the holo-
  printer every other round, so long as the printer 
  remains functional. See the Abominations entry 
  in Factions in the Toy Store for details on the 
  unique forms ability, as well as an Abomination 
  Randomizer.
  Toy Worshippers: Init +2; Atk punch/kick +0 
  melee (1d3); AC 10; HD 1d6; hp 4; MV 30’; 
  Act 1d20; SV Fort +0, Ref +0, Will -2.
  Queen Barbara the First: Init +2; Atk punch/
  kick +0 melee (1); AC 13; HD 1d10; hp 8; MV 
  20’; Act 1d20; SP immune to mental powers, 
  vocal mind control (DC 12 Will save—see Area 
  3-5—Hello Dollies for details); SV Fort +2, 
  Ref +2, Will +4; AI recog automatic.
  General Tinkles and Her Crawling Army: 
  Init +0; Atk none; AC 10; HD 1d6; HP 3; MV 
  10’, Act 1d20; SP command the Crawling Army, 
  generate realistic liquids, immune to mental 
  powers; SV Fort +2, Ref -2, Will +4; AI recog 
  automatic.
  Command the Crawling Army: General 
  Tinkles’s only attack is sending in her troops, the 
  Crawling Army. This is a group of 4d3 baby dolls 
  that crawl and cry and drool and pee. When sent 
  to attack, they swarm over a target, dazing any 
  who fail a DC 13 Will save and forcing them to 
  lose their next round.
  Generate Realistic Liquids: The type of 
  baby doll represented by General Tinkles and 
  the Crawling Army was designed to mimic the 
  behaviors of human babies, including crying, 
  drooling, and peeing. These activities produce 
  a lot of moisture (thankfully only water), a side 
  effect of which is that it makes walking nearby 
  potentially dangerous as people slip, slide, and 
  fall. Any time any character is adjacent to Gen-
  eral Tinkles or the Crawling Army and moves at 
  more than half speed, they must make a DC 10 
  Reflex save or fall down.
  Ozzy the Unicorn: Init +1; Atk head butt +2 
  melee (1 plus DC 12 Reflex save or knockdown); 
  AC 11; HD 1d8; hp 5; MV 40’; Act 1d20; SP 
  head butt, immune to mental powers, vulnerable 
  to hugs; SV Fort +2, Ref +3, Will +3; AI recog 
  automatic.
  G.I. Joseph: Init +2; Atk surprisingly large dag-
  ger +2 melee (1d4); AC 13; HD 1d8; hp 4; MV 
  20’; Act 1d20; SP immune to mental powers, 
  infravision 60’; SV Fort +4, Ref +2, Will +4; AI 
  recog automatic.
  Servitors of the Star Child (5): Init +1; Atk 
  dagger +1 melee (1d4); AC 12; HD 1d8; hp 3; 
  MV 30’; Act 1d20; SP mind of a child (DC 12 
  Will save or organic target regresses to child-
  hood), pacify (DC 12 Will save or organic target 
  becomes happy and unwilling to fight); SV Fort 
  -2, Ref -1, Will +4. For more details on the Ser-
  vitors’ abilities, see their entry in Factions in the 
  Toy Store.
  Sammy the Squirrel Hologram: Init +5, Atk 
  none; AC 15 (light panel on ceiling); HD 1d6; 
  hp 3; MV 30’; Act 1d20; SP immaterial, im-
  mune to mental powers; SV Fort +4, Ref +4, 
  Will +4; AI recog 5.
  
  55
  Concluding the 
  Adventure
  Any Toy Worshippers / former Pilgrims that the party 
  has rescued will now be pretty well done with the 
  business of worshipping toys. If the PCs are on the 
  adventure because of the Lost Pilgrims hook, they can 
  persuade the Pilgrims rather easily to return to their 
  previous life as traveling merchants, which will make 
  the village elders happy. The Pilgrims can make their 
  way back up the levels of the store to Ma-Ma (in the 
  Holy Library) without much trouble.
  Optional Exits: The judge has some options for pro-
  viding exits from the toy store, depending on your 
  plans for the next adventure. The players can obvi-
  ously reverse course and return up the store the way 
  they came. If you want to allow the party to continue 
  exploring the unknown, then make a passageway avail-
  able at the back of Sammy’s Workshop—perhaps one 
  that doesn’t open until Sammy is defeated. If you want 
  to quickly take the party somewhere even farther away, 
  such as back to their village or on to another specific 
  locale, you could provide a functioning teleporter (like 
  the destroyed one in Area 4-1–Not The Entrance).
  Ongoing PC Options: If the judge allows it, the 
  players may keep playing any Toy Worshippers, de-
  frosted clones, dug up plantients, rescued manimals, 
  emancipated Smart Toys, and unboxed Toy-Borgs that 
  they took control of during the adventure. Here are a 
  few specific things to keep in mind about some special 
  cases:
  • 
  Sleeper agent PCs remain susceptible to sugges-
  tion as demonstrated in the final encounter. At the 
  judge’s option, this problem might go away on its 
  own after the character gains a level, or it might re-
  main an issue until the PC can find some external 
  resolution—such as a quest to find a person or ar-
  tifact that is rumored to be able to fix such things.
  • 
  Smart Toy PCs will require a little work to be 
  usable long-term, since players will want to level 
  them up and develop over time. Sounds like a job 
  for a custom Smart Toy class!
  • 
  Toy-Borg PCs could either be kept at level 0 or 
  advanced to level 1 with the rest of the adventure’s 
  survivors, and whether they retain their grafted toy 
  parts depends on the judge and players. Note that 
  all Toy-Borg characters’ plastic coating will wear 
  off before the next adventure, reducing their AC 
  and Fortitude save by 3.
  
  56
  
  57
  
  58
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Rules Document Copyright 2000 Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original 
  material by E. Gary Gygax and Dave Arneson.
  Muntant Crawll Classics Role Playing Game, copyright © 2017 Good-
  man Games, all rights reserved, visit www.goodman-games.com or 
  contact info@goodman-games.com
  Mutants in Toyland, copyright 2018, Purple Duck Games; Author Keith 
  Garrett.
  This product is based on the Mutant Crawl Classics Role Playing Game, 
  published by Goodman Games. This product is published under license. 
  Mutant Crawl Classics and MCC RPG are trademarks of Goodman 
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  59
  
SOURCE: textdata/thevault/Mutant Crawl Classics/Mutant Crawl Classics Adventures/MCC Mutants in Toyland/MCC Mutants in Toyland.pdf