TEXT: Andrew Antolick (Order #29834561)
  
  Page 1
  Author: James M. Ward / Editor: Keith Garrett / Cover Artist and 
  Cartographer: Stefan Poag / Developer: Bob Brinkman / Interior Artists: 
  Chris Arneson, Doug Kovacs, Cliff Kurowski, William McAusland, Bradley 
  McDevitt, Jesse Mohn, Peter Mullen, Stefan Poag and Chad Sergesketter 
  Art direction & Layout: Matt Hildebrand / Dark Captain: Joseph Goodman
  Heroes of the Warden: Ernie Gygax, Eddie Bartlett, Chris Clark, Bob  
  Dott, Scott Griffin, Matt Gullet, Charlie Hartensteiner, Jeff Leason,  
  Brian Merchant, Scott Michael, Gary Oliver, and Doug Rhea
  METAMORPHOSIS ALPHA created by James M. Ward
  METAMORPHOSIS ALPHA is a trademark of James M. Ward and is used  
  with permission. This adventure is copyright 2020 Goodman Games LLC. 
  www.goodman-games.com
  METAMORPHOSIS ALPHA
  DOOM ON THE  
  WARDEN
  Andrew Antolick (Order #29834561)
  
  Page 2
  D
  oom on the Warden is designed for use with the 
  1976 edition of METAMORPHOSIS ALPHA and 
  is intended to be played with six to eight PCs 
  of any type. This adventure assumes the PCs to be 
  experienced explorers, familiar with the dangers of 
  the Warden, possessing both powerful devices and a 
  broad knowledge of the starship. The adventure may 
  be played with fewer explorers, but the referee should 
  use care when scaling back any encounters. This is 
  Doom on the Warden after all!
  The adventure introduces PCs to the military com-
  mand bunker of the Warden. This section of the ship, 
  housed in a classified area known as “Level 0,” is ac-
  cessed via level 1 and remains attached to the War-
  den via a slender umbilicus. The PCs are the first to 
  ever explore this region, sealed since the disaster, and 
  have an opportunity to set the Warden back on course 
  for the first time in the game’s 40+ year history. Such 
  a thing does not come easily, however; the party must 
  voyage to the command bunker, repair several ship’s 
  systems, and outwit the NICS (Naval Intelligent Com-
  puter System) if they wish to survive.
  BACKGROUND
  It was a little-known fact that the colonization star-
  ship Warden had many discrete safeguards and catas-
  trophe protocols in place should complications arise 
  during its long voyage. These safeguards proved insuf-
  ficient to protect the Warden when it encountered the 
  radiation cloud. When the ship’s computers analyzed 
  the impending threat, the military A.I. (NICS) enacted 
  the Omicron Protocols, causing a portion of the ship’s 
  dorsal hull to disengage. This portion, hidden within 
  the Warden’s outer bulkhead, contains the classified 
  military cantonment, code named “Level 0.”
  Still tethered to the rest of the ship via a series of ex-
  tendable engineering walkways, the military com-
  mand center moved to quarantine itself from the ca-
  tastrophe. Despite this effort, the military bunker did 
  not escape the effects of the cosmic radiation. Seg-
  regated from the Warden, level 0 didn’t receive the 
  attentions that might have otherwise been given by 
  the ship’s robotic crews and, as the centuries passed, 
  NICS went insane. 
  Already damaged by the cosmic cloud’s high levels of 
  radiation, NICS has run afoul of an unforeseen error in 
  its programming causing it to come into conflict with 
  the Warden’s primary A.I. Despite both systems wish-
  ing the Warden to be repaired and resume course, the 
  two warring A.I.s have tied up their systems in a dead-
  locked battle for control. The majority of “non-human 
  threats” are also the descendants of the Warden’s 
  passengers. As a result, NICS has gone utterly mad. 
  Having determined what must be done to bring the 
  primary systems back online, but unable to find any 
  remaining personnel authorized to access its systems, 
  the A.I. will allow the Warden’s course to be corrected 
  before the trespassers (the party) are eliminated. 
  DEDICATION
  I dedicate this adventure to E. Gary Gygax who 
  loved playing METAMORPHOSIS ALPHA and started 
  the village of the Vigilists. I’m deep in his debt for 
  him seeing that I could design role-playing games 
  and encouraging me to do just that. He created a 
  now famous challenging adventure called the Tomb 
  of Horrors. Today, generations later, Game Masters 
  still pull that adventure out when they want to chal-
  lenge their advanced players. I had the great honor 
  to be part of the play test group for that adventure. 
  I didn’t do very well but did survive. I would like this 
  adventure to be considered the science fiction ver-
  sion of that concept. When Game Masters want to 
  challenge their science fiction players, they will put 
  out this adventure to see how well they fare. Thank 
  you, Gary, for leading the way into role-playing.
  Warden A.I.  
  Command Directives
  NICS Omicron  
  Protocols
  1
  Protect Warden crew 
  and passengers 
  >>CONFLICT<<
  Eliminate non-human 
  threats
  >>CONFLICT<<
  2
  Obey Warden  
  Command personnel 
  >>CONFLICT<<
  Obey military  
  command personnel 
  >>CONFLICT<<
  3
  Protect starship  
  Warden
  Protect starship  
  Warden
  4
  Protect Bridge  
  >>CONFLICT<<
  Protect military  
  command bunker  
  >>CONFLICT<<
  5
  Establish colony  
  at Kepler-452b
  Establish military  
  base at Kepler-452b
  Andrew Antolick (Order #29834561)
  
  Page 3
  STARTING THE ADVENTURE
  The adventure may begin in several different ways, 
  the simplest being the party stumbling across the re-
  cently opened engineering hatch leading upwards as 
  part of their explorations. With no forewarning, the 
  PCs will find themselves in likely the greatest danger 
  they have ever faced. 
  A referee might use this as a mid-point for their 
  METAMORPHOSIS ALPHA campaign, having built 
  up anticipation (and disquiet) by placing hints and 
  rumors several sessions in advance. A local shaman 
  or trading partner may tell them of the hatchway, or 
  perhaps they encounter another group intent on se-
  curing heaven for themselves.
  Finally, the adventure may also be run as a stand-
  alone, tournament-style adventure (as it was original-
  ly). For referees wishing to run this adventure in such 
  a fashion, Appendix A contains everything needed.
  RANDOM ENCOUNTERS
  Unexplored for three hundred years, this level is 
  filled with dangerous flora and fauna. Every time the 
  PCs enter a new primary hex or a new region, roll on 
  the random encounter table. Following a random en-
  counter, roll on the associated random device table.
  FEARSOME FLORA
  There is a great deal of deadly vegetation found with-
  in this adventure. It is recommended that the referee 
  randomly determine (or choose) a new flower/berry/
  etc. for each small hex and jot them onto their map for 
  easier mayhem later.
  THE PASSAGE TO HEAVEN
  Moving through the open hatchway you are momen-
  tarily disoriented as up and down change around you. 
  What looked like a tall chimney leading upwards has 
  become a long, narrow corridor wide enough for pas-
  sage single-file. Ahead you see several long-dead bodies, 
  reduced to dried husks. From their orientation it looks 
  like they were descending from heaven when they died. 
  The three corpses are of ship’s crew who perished of 
  radiation poisoning three hundred years ago. The 
  materials on their bodies provide some clues as to 
  what lies ahead, the route the crew had taken, and (in 
  the case of the raft) even a method of conveyance.
  • Body #1 – A human military trooper, dressed 
  in black with a name badge that reads “Sgt. 
  Hanshaw.” On his arm is a black military arm 
  band. There is a damaged plasma pistol on his 
  hip. It fires up to six plasma bolts (ICR 2, WC 5, 
  12d6/40). He’s wearing a backpack filled with 
  10 type 1 fragmentation grenades (ICR 9, WC 1, 
  9d6/30 in 50 yd sphere - 65% save for 1/2 damage. 
  AC<4 ignores). There are crushed, dried strawber-
  ries on the bottom of his boots. 
  • Body #2 – A human with a name badge that reads 
  “Bio-Engineer Hadden.” She’s dressed in green-
  piped black with matching black and green arm 
  bands. She has a sprayer apparatus on her back 
  that reads “plant defoliant.” Its gauge says it 
  has twenty applications (ICR 10, WC 8, 7d6/25 to 
  plants and fungus. There are dried, crushed blue-
  berries on the bottom of her boots. She also has a 
  large bouquet of dried flowers on her belt. 
  • Body #3 – The third corpse’s name badge reads 
  “SA Hatfield,” and he was clearly a security offi-
  cer. The mummified corpse is dressed in a black 
  uniform with red piping. On his arm are both a 
  black and a red armband. The body is still wear-
  ing a large backpack containing an inflatable 
  raft and two collapsible oars (sized to work with 
  the entire character group of course). At his hip 
  is a slug projector type 2 (ICR 8, WC 5, 3d6/10; x2 
  damage to vs. AC≥6). It has a cylinder holding 
  five huge shells and there is a reload cylinder of 
  five more shots on his belt. Additionally, his belt 
  holds a hand-held programming analyzer (IC 4) 
  used to examine and repair malfunctioning com-
  puters and robots (MR 18 when repairing insane 
  robots, no effect on A.I.). There are dried raspber-
  ries on the bottom of his boots.
  HORROR ELEMENTS
  At its core, Doom on the Warden is a horror story. 
  Characters enter a strange, secluded location and 
  are immediately confronted by incomprehensible 
  foes who often strike without warning. Mad voices 
  taunt them and, no matter how prepared the char-
  acters think they are, they are in truth out of their 
  depth. Whether it is the primal dread of the shroud 
  of darkness or the maddening uncertainty that vital 
  equipment will work when called upon, the referee 
  should emphasize the horrific elements of each 
  region, seeking to unsettle not only the characters 
  but the players themselves. Evoking these elements 
  will intensify the players’ experience, so – scare the 
  pants off them!
  Forest – Fear of large things
  Berry Plantation – Fear of the dark
  Flower Garden – Bad luck
  Lake – Jump scares
  Dome – Quiet dread
  Andrew Antolick (Order #29834561)
  
  The forest ring of the sub-level is miles thick, with 
  many ancient willows. The trees are flourishing and 
  healthy with massive root systems that stick out of 
  the earth. While fearsome looking, the giant hornets 
  are harmless. The sidewalk ringing the level is tend-
  ed to by robots, sweeping it clean and pruning tree 
  branches to a height of ten yards above the sidewalk. 
  Climbing one of the trees grants an overview of the 
  level and a direct sightline to the central of the level 
  (and the island found there). This allows the PCs to ori-
  ent themselves to travel directly aft, avoiding the need 
  to traverse the sidewalk. There are streams scattered 
  throughout the forest (not shown) that the raft can be 
  used on, but they merely go a short distance before 
  vanishing into the ground. PCs can climb among the 
  trees to cross over any stream in their path.
  AREA 1-2 – THE CRIMSON GROVE: Ahead is a Brobding-
  nagian willow grove, roughly 100 yards across and 
  deep crimson in color. The trees blot out all light be-
  neath their canopies and their size makes you feel in-
  significant by comparison. The air is still: no hornets 
  buzz, wildlife sounds, nor breezes stir the blood-red 
  dust that covers the walkway.
  This area is radioactive (INT 5), having not been fully 
  decontaminated. Nothing lives here.
  AREA 1-3 – SCORCHED CLEARING: The land here is dry 
  and bare. Large fissures run across its surface, sizable 
  enough to fall into without leaving a trace. This waste-
  land stretches on farther than the eye can see, utterly 
  devoid of vegetation. At the edge of the clearing the 
  greenery of the forest stops abruptly, its border twisted 
  and scorched.
  Decontamination of this highly radioactive area 
  (INT 18) has not even begun. Characters without the 
  Heightened Balance mutation who attempt to cross 
  the fissures must make a roll of 3d6 vs. Dexterity. Fail-
  ure results in the character falling 500’ and suffering 
  85d6/300 points of damage unless otherwise avoided.
  AREA 1-4 – REFORESTATION ZONE: Ponderous ecology 
  robots are at work here, felling dead and withered trees 
  with hut-sized saws while a pair of radiation neutral-
  izing bots spray the area down with mounds of heavy 
  white foam. The powerfully built robots dwarf you, 
  easily weighing in excess of several tons each. At the far 
  edge of the area labor several fragile-looking horticul-
  ture robots, planting new saplings in the decontami-
  nated zone.
  Half of this 200-yard area has been decontaminated 
  and the robots are working their way towards the party. 
  The un-foamed area between is still radioactive (INT 
  10). The robots will respond to the appropriate arm 
  bands if questioned, and will attempt to be as helpful 
  COLOR BAND NOTES
  IDENTITY
  Any time a local A.I. (computer or robotic) speaks to 
  the wearer of one of the following armbands, it will 
  refer to the character by the owner’s name. Attempts 
  to correct the misconception will alert the military A.I. 
  (NICS) in the command bunker that the bands are 
  being worn by unauthorized personnel. In such a case 
  it will immediately dispatch a Military Long-Range 
  Security Droid to eliminate the threat and retrieve the 
  band in question.
  MLRSD: AC: 3; Move: 10; hp: 100; RR: 18; CON: 18; 
  MR: 18; STR: 18; DEX: 18; Atk # 2
  Weapons: Plasma rifle (ICR: 2, WC: 5, 30d6/100).
  BLACK BANDS
  A type of harmless radiation was imbued into the 
  black military arm bands to prevent wrongful dupli-
  cation. This radiation enrages most intelligent plant 
  types. When encountered, intelligent plants will focus 
  all attacks upon those with such a band.
  RED/GREEN BANDS
  Introduced in The Warden Armory, Military Command 
  bands do not contain the same radiation as black 
  bands. Only three such bands exist aboard the 
  Warden. Brigadier General Bercham’s band is at his 
  station on the military bridge. Lt. General Ibran, and 
  his band, are in a stasis chamber on level 13. The 
  band of General Edwards, along with his corpse, is 
  sealed within the military cache on level 16.
  PART ONE: THE WILLOW FOREST
  AREA 1-1 – THE WILLOW FOREST: Opening the hatchway, 
  you look out into a forest of colossal willow trees stretch-
  ing hundreds of feet into the air and blotting out much 
  of the light. In the twilight-like gloom, you make out 
  enormous hives hanging from some of the trees, the air 
  around them abuzz with fist-sized hornets. The wild-
  life (birds, rabbits, squirrels, and even the hornets) 
  share a common physical mutation: all are two-head-
  ed. Before you a walkway, 25 yards wide, curves away 
  along the wall in either direction. In the distance, you 
  hear the rushing of several small streams.
  Upon emerging through the hatchway, the characters 
  are subject to a random forest encounter. 
  The horror of this area stems from everything in the 
  forest being oversized. The trees loom over the PCs, 
  blotting out the sky, normally tiny wildlife dwarf the 
  characters (such as rabbits large enough to ride), and 
  groups of the ominously-sized forest animals will 
  often be seen clustered together, observing the char-
  acters from the trees. Reinforce how small, insignifi-
  cant, and fragile the PC truly are.
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  Andrew Antolick (Order #29834561)
  
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  Andrew Antolick (Order #29834561)
  
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  as possible, but their programming is such that they 
  can neither halt their work nor leave the area. If asked 
  for a safe route, the robots can direct the PCs along a 
  small trail that will take them completely through the 
  willow forest without further encounters.
  AREA 1-5 – UNICORNICOPIA: Stretching for 400 yards 
  or more, everything in this part of the forest is colored 
  a soothing shade of pink. Stranger still is the wildlife 
  here for, in addition to having two heads, the wildlife 
  also have solitary horns growing from the center of 
  their foreheads. There is no sign of any overt danger – 
  no threats visible to you – instead, normally carnivo-
  rous creatures can be seen trundling alongside prey 
  species with no sign of conflict.
  This area has been contaminated with mutagenic ra-
  diation (INT 7). While the radiation does not cause in-
  jury, it does instantly mutate all affected life (includ-
  ing the PCs). PCs affected by the radiation instantly 
  grow a two-foot long horn from their foreheads (mak-
  ing any helmets worn useless); pure humans so trans-
  formed are now mutants (removing their Leadership 
  ability). Attempts to remove the horn are painful and 
  success causes 6d6/20 points of damage. The horn re-
  grows in 24 hours. 
  AREA 1-6 – PONTOON-BOT: Before you a 20-person 
  pontoon boat bobs on the surface of a large stream that 
  winds aft. The craft has no visible steering or propul-
  sion. Despite the current of the stream, the craft re-
  mains stationary – as if waiting for you.
  The craft is an intelligent droid that takes verbal or-
  ders and chatters happily about the local streams 
  that extend in and out of the willow forests. If asked, 
  it carries the PCs through the forest before halting 
  where the stream vanishes into the ground amidst 
  enormous berry patches (avoiding one random en-
  counter).
  PART TWO: THE BERRY 
  PLANTATION
  The Berry Plantation uses the most primordial of 
  fears — darkness — as its horror element. The party 
  entering this area triggers the horticultural A.I. to set 
  the level into night-mode — plunging everything into 
  pitch-blackness. When the party leaves this section, 
  the lights come on again. However, if they go back 
  into the berry patch for any reason, the darkness 
  comes again. Descriptions given assume some source 
  of light is provided by the party.
  The entire ring is filled with huge patches of mutant 
  berries with several types of robots cultivating them 
  and replanting to try to make them even larger. The 
  berries grow from towering bushes (looming 15’ tall) 
  as well as deceptively deep bogs. All have branches 
  that are covered in massive thorns. Berries in these 
  patches are roughly bowling ball sized. The space be-
  tween the patches is narrow (a mere yard wide) and 
  horticultural robots continue their work, despite the 
  gloom. PCs wearing a green armband may question 
  the robots, who are able to inform them of the effects 
  produced by the differing berries.
  Beyond the three massive berry patches there are a 
  number of others being grown in the plantation area. 
  The borders between the patches also represent the 
  narrow pathway.
  Andrew Antolick (Order #29834561)
  
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  WILLOW FOREST – RANDOM ENCOUNTERS TABLE
  Roll
  Encounter
  2
  Black Hisser – AC: 6; Move: 5; hp: 22; RR: 13; CON: 12; MR: 4; STR: 16; DEX: 13
  Weapons: Bite (WC 8, 5d6+2); tentacles (WC 8, poison).
  Mutations: Acid Bite, Grasping Tentacles, Immunity (radiation), Poison (INT 6, paralysis).
  Notes: When below 9 hp its tentacles generate an intensity 6 paralysis poison that acts on touching a 
  victim.
  3
  Crimson Terror (adult) – AC: 6; Move: 20; hp: 100; RR: 12; CON: 20; MR: 6; STR: 16; DEX: 11; ATK# 2
  Weapons: Bite (WC 5, 9d10); tail (WC 4, 5d10).
  Mutations: Physical Reflection (electrical, laser).
  Notes: This colossal T-Rex mutant stands 50’ tall with a 20’ long tail. Its size makes moving through 
  wooded areas difficult (halved). It will retreat if reduced to half health.
  4
  Unicorn – AC: 8; Move: 20; hp: 22; RR: 18; CON: 12; MR: 4; STR: 18; DEX: 18
  Weapons: Hooves (WC 3, 2d6).
  Mutations: Heat Generation (6d6, 3x/day), Immunity (radiation), Radiated Horn (WC 4, 4d6, 15’ 
  range), Shorter (3’ at the shoulder). 
  Notes: Goes first in every combat round.
  5
  Dart Creature – AC: 4; Move: 3; hp: 11; RR: 12; CON: 12; MR: 12; STR: 12; DEX: 12
  Weapons: Bite (WC 1, 1d4).
  Mutations: New Body Parts (poison quills) (WC 8, 3d6 + INT 15 poison, 20’ range).
  Notes: Cannot be surprised, retreats when at 5 hp or less.
  6
  Winged Biter – AC: 4; Move: 5/12 (fly); hp: 12; RR: 12; CON: 5; MR: 12; STR: 14; DEX: 12
  Weapons: Bite (WC 1, 1d6 + poison); spit (WC 2, poison; 30’ range).
  Mutations: Immunity (paralysis, poison), Poison (INT 13), Precognition, Wings.
  Notes: Always precognitive, cannot be surprised.
  7
  Pontoon-bot – AC: 2; Move: 3 (swim); hp: 44; RR: 10; CON: 10; MR: 10; STR: 10; DEX: 10
  Systems: Outboard motor. Color Band Access: Black, green.
  8
  Water Snake Droid – AC: 6; Move: 2 (swim); hp: 20; RR: 11; CON: 11; MR: 11; STR: 17; DEX: 11
  Weapons: Pruning jaws (WC 1, 2d6+3). Systems: Anti-grav units, pruning jaws, standard sensory receptors.
  Color Band Access: Green.
  9
  Security Robot Type III, damaged (#1) – AC: 3; Move: 6 (fly); hp: 88; RR: 18; CON: 18; MR: 4; STR: 18; 
  DEX: 12; ATK# 2
  Weapons: Tentacles (WC 4, 3d6).
  Systems: Grav pod, head lamps, standard sensory receptors, tentacles x2.
  Color Band Access: Black, red. Notes: Will attack until one PC is dead. Grav pod is malfunctioning 
  (bounces).
  10
  Junkyard Droid – AC: 6; Move: 1; hp: 44; RR: 12; CON: 12; MR: 12; STR: 12; DEX: 12
  Weapons: Slug projector type 2 (WC 5, 3d6/10, x2 vs. AC≥6), bayonet (WC 3, 4d6).
  Systems: Bipedal legs (non-functional), low-light sensors, standard sensory receptors.
  Color Band Access: Black.
  Notes: Attacks anyone attempting to communicate with it. Immune to all paralysis and mental control.
  11
  Octoid – AC: 8; Move: 1/3 (swim); hp: 33; RR: 15; CON: 13; MR: 15; STR: 12; DEX: 12; ATK# 3
  Weapons: Bite (WC 3, 3d6), fire axe (WC 3, 1d10), tentacles (WC 8, special).
  Mutations: Chameleon Powers, Energy Regeneration (laser), Grasping Tentacles, Heightened Brain Tal-
  ent (two saves vs. mental attacks), Heightened Intelligence. 
  Notes: If two tentacles strike a victim in a round, the target is held – the mutant automatically bites. 
  This mutant uses three fire axes in melee.
  12
  Meat Beetle – AC: 2; Move: 3; hp: 8; RR: 10; CON: 10; MR: 10; STR: 18; DEX: 8
  Weapons: Pincers (WC 3, 3d6).
  Mutations: Heightened Strength, Immunity (lasers, radiation), Life Detection (150’), Tunneling Talons.
  Notes: Bursts out of the ground, using its pincers to attack. It continues attacking its victim until the 
  target retreats beyond the range of life detection or the beetle is killed.
  Andrew Antolick (Order #29834561)
  
  Page 8
  MUTANT BERRY PATCHES
  A – Blueberries – Contact poison (INT 15).
  B –  Strawberries – Heals 20 points of damage. Re-
  quires the entire berry to be eaten.
  C –  Huckleberries – Poison (INT 17) inflicts Dimin-
  ished Senses (blindness) defect for 3 hours.
  D –  Saskatoon Berries – Heightened Vision (ultra-
  violet) mutation for 1 hour. 
  E –  Elderberries – Poison (INT 8) inflicts Attraction 
  Odor defect for 4 hours (+1 random encounter). 
  F –  Blackberries – Heightened Senses - all (as per mu-
  tation)
  G –  Red Stingers (Mutated Raspberry Bush - 60’ 
  patch) – AC: 5; Move 0; hp: 10 points per 10’; RR: 
  18; CON: 18; MR: 3; STR: 3; DEX: 3; Mutations: Poi-
  son Thorns (INT 17); Berries grant Radiation Im-
  munity for 1d6 hours.
  H –  Cranberries – Heightened Speed mutation for 2 
  hours. 
  I –  Goji Berries – Heightened Intelligence mutation for 
  1 hour. 
  WILLOW FOREST – RANDOM DEVICE TABLE
  Roll
  Device
  3
  Protein Disruptor Pistol Type 1 (ICR 8): WC 8, 
  5d6/15d6/20d6 – 20/50/70
  4
  Force Field Tent-B (ICR 4), Large Backpack 
  (ICR 10), Light Cube (ICR 4), Canteen (ICR 10)
  5
  Sonic Disruptor Pistol (ICR 5): WC 7, 15d6/50; 
  damages only metal.
  6
  Security Riot Shield (ICR 10) AC -1
  7
  Paralysis Rod Type 1 (ICR 8) WC 4, 3d6 hours 
  unconsciousness; Combat Helm (ICR 4)
  8
  Aerial Observation Unit (ICR 2)
  9
  Hydrogen Calls x6 (ICR 2) 
  10
  Duralloy Sword (ICR 10): WC 3, 3d8/12
  11
  Water/Hydrogen Converter (ICR 5)
  12
  Backpack (ICR 10) w/55 tubes of Universal 
  Food Paste (ICR 9)
  13
  Jeget Furs x6: Infested with mites
  14
  Winged Biter Eggs x4: Will hatch in 1 week
  15
  Sporran containing ninety-five 5-bit domars
  16
  Infrared Goggles (ICR 10)
  17
  Geiger Counter (ICR 7): Requires 1 chemical 
  cell or 2 hydrogen cells
  18
  Space Suits x10 (ICR 3): 5 hours of air each
  J –  Boysenberries – Poison (INT 12) reduces strength 
  to 3 for 1 hour. 
  K –  Bilberries – Triggers Total Healing, as per the 
  mutation, once per day. Requires the entire berry 
  to be eaten.
  L –  Champagne Currants – Heightened Strength 
  mutation for 1 hour. 
  M –  Death Healer – AC: 7; Move 0; hp: 88; RR: 18; 
  CON: 15; MR: 3; STR: 18; DEX: 10; Mutations: Ra-
  dioactive Thorns (20 points per round); berries 
  heal 11 hp, three berries de-age person 5 years.
  AREA 2-1 - LINGONBERRIES: This is a miles long patch 
  of lingonberries. The robots working on the patch are 
  very responsive about the level but won’t leave their 
  tasks, even if a green arm band is displayed. Taking 
  just a bite of this berry causes uncontrollable, green 
  Bioluminosity for the next 48 hours (+2 random en-
  counters in the darkness). 
  AREA 2-2 – CHAMPAGNE CURRANTS: This is a miles long 
  patch of champagne currants. Eating these currants 
  grants the Heightened Strength mutation for 1 hour.
  AREA 2-3 - BILBERRIES: This is a miles long patch of 
  bilberries. 
  AREA 2-4 – DEATH TREES: The heady scent of cher-
  ries fills the gloom. Before you stands a small grove 
  of roughly two dozen cherry trees, heavily laden with 
  fruit. Birds, small and recognizably harmless, flit 
  about the branches of the trees with impunity. An im-
  perceptible breeze stirs through the leaves; the birds 
  are undisturbed by the movement.
  Death Trees x24 (Mutated Cherry Tree) – AC: 5; Move 
  0; hp: 35; RR: 10; CON: 10; MR: 10; STR: 10; DEX: 10; 
  Mutations: Radioactive Berries (INT 15, able to cast 
  3d6 berries 10’-20’ – no closer).
  Andrew Antolick (Order #29834561)
  
  Page 9
  BERRY PLANTATION – RANDOM ENCOUNTERS TABLE
  Roll
  Encounter
  2
  Mushroom People, Morel - S (10) – AC: 7; Move: 2; hp: 7; RR: 18; CON: 9; MR: 18; STR: 3; DEX: 18
  Weapons: Spear (WC 2, 0).
  Mutations: Heightened Intelligence, Humanoidal, Heightened Precision, Reproduction Spores, Special 
  Absorption, Telepathy.
  Notes: Attacks by leaping into a victim’s chest and absorbing (12≤ on 3d6). Spores grow 1d3 M-sized Morel 
  People in 24 hours.
  3
  Mushroom People, Morel - M (5) – AC: 7; Move: 4; hp: 15; RR: 18; CON: 10; MR: 18; STR: 5; DEX: 18
  Weapons: Spear (WC 2, 1d6-1), touch (WC 1, Symbiotic Attachment).
  Mutations: Electrical Generation (WC 5, 3d6), Heightened Intelligence, Increased Senses, Humanoidal 
  Reproduction Spores, Symbiotic Attachment, Telepathy.
  Notes: Spores grow 1d2 L-sized Morel People in 24 hours.
  4
  Mushroom Person, Morel - L – AC: 3; Move: 6; hp: 80; RR: 18; CON: 18; MR: 18; STR: 18; DEX: 18
  Weapons: Spear (WC 2, 1d6+4).
  Mutations: Force Field Generation, Heightened Intelligence, Humanoidal, Mental Paralysis, Reproduction 
  Spores, Telepathy.
  Notes: Spores grow 1d6 S-sized Morel People in 24 hours.
  5
  Lepusoid (2) – AC: 4; Move: 8; hp: 18; RR: 18; CON: 9; MR: 9; STR: 18; DEX: 18; ATK# 2
  Weapons: Fléchette grenade x6 (WC 1, 4d6, ignores AC≥4), spear (WC 2, 5d6 + Poison).
  Mutations: Combat Adaptation, Find Fault, Heightened Intelligence, Heightened Precision.
  Notes: Lepusoid spears are tipped with poison (INT 12) that reduces victim strength to 1 for 24 hours. 
  6
  Garden Robot (#1) – AC: 4; Move: 1; hp: 150; RR: 11; CON: 11; MR: 11; STR: 11; DEX: 2
  Weapons: Forestry tools (WC 3, 2d6), pesticides (WC 4, 3d6 – plants & insects only; 18’ range)
  Systems: Anti-grav units, head lamps, manipulative tentacle, standard sensory receptors.
  Color Band Access: Green.
  Notes: If attacked, sprays all in area with glowing blue dye (+1 penalty to AC, in darkness, for 6 hours).
  7
  Garden Robot (#2) – AC: 3; Move: 2; hp: 150; RR: 9; CON: 18; MR: 3; STR: 6; DEX: 3
  Weapons: Forestry tools (WC 3, 2d6), manipulative tentacles (WC 7).
  Systems: Anti-grav units, head lamps, manipulative tentacles, standard sensory receptors
  Color Band Access: Green. Will listen to orders and then depart without obeying.
  Notes: Uses tentacles to grab weapons and throw them into the darkness (MR vs. 12 to find).
  8
  Red Stinger (60’ patch) – AC: 5; Move: 0; hp: 60; RR: 16; CON: 7; MR: 3; STR: 9; DEX: 3
  Weapons: Thorns (WC 4, 1d6 + radiation).
  Mutations: Berries, Immunity (radiation), Poison Thorns (INT 17).
  Notes: Touching the plant triggers its thorns, springing back into flesh. Eating the berries grants increas-
  ing radiation immunity for 1d6 hours.
  9
  Sword Bush – AC: 6; Move: 10; hp: 30; RR: 5; CON: 5; MR: 18; STR: 5; DEX: 5; ATK# 3
  Weapons: Fronds (WC 3, 2d6).
  Mutations: Manipulative Tentacles x3, Mental Control, Precognition, Sword Fronds x18, Teleportation.
  Notes: Slowed to 1/4 move in darkness.
  10
  Ancient Death Tree – AC: 5; Move: 0; hp: 58; RR: 10; CON: 10; MR: 10; STR: 10; DEX: 10
  Weapons: Berries (WC 5, radiation; range 10’-20’).
  Mutations: Life Detection (150’), Radioactive Berries (INT 15).
  11
  Singing Vine – AC: 3; Move: 4; hp: 10; RR: 18; CON: 8; MR: 18; STR: 8; DEX: 8
  Weapons: None.
  Mutations: Calming Sonics, Heightened Intelligence, Manipulative Vines, Speech, Telepathy.
  Notes: The vine’s irresistible sonics extend 60’ and targets must do everything in their power to aid the vine.
  12
  Giant Jawed Plant – AC: 5; Move: 0; hp: 45; RR: 17; CON: 17; MR: 17; STR: 17; DEX: 17
  Weapons: Bite (WC 4, 5d6: 30’ range).
  Mutations: Acid Generation, Heightened Senses 30’ (all), Tentacles x2.
  Notes: Once bitten, victims continue to take acid damage 20/round until freed.
  Andrew Antolick (Order #29834561)
  
  Page 10
  PART THREE: THE FLOWER 
  GARDENS
  The Flower Gardens, once the horticultural wonder 
  of the Starship Warden, are now a place of ill omen 
  and bad luck. Things go wrong here, weapons mis-
  fire, devices break, and armors degrade, always at the 
  worst possible time. Whenever a technological item 
  is used, roll 3d6 and consult the following table.
  DEVICE BREAKDOWN TABLE
  Roll
  Effect
  3
  Item immediately and irreparably breaks.
  4-7
  Item functions but then suffers major dam-
  age, rendering it useless until repaired (IC 
  in hours to repair).
  8-9
  Item functions but suffers minor damage, 
  rendering it unusable (IC/2 hours to repair).
  10-11
  Item functions but suffers cosmetic damage 
  (bolts fall out, casings crack) with no last-
  ing effect.
  12-13
  Item functions but makes strained and/or 
  distressing sounds.
  14-17
  Item functions normally.
  18
  Item functions flawlessly. Device requires no 
  further rolls.
  Note: Repair times are specifically for attempts made 
  within the ill-fortune gardens and are reduced by half 
  if attempted outside the gardens.
  In the event a player grows overly frustrated or ac-
  cuses you of cheating, read them the following. 
  ‘‘James M. Ward here – I’m breaking the fourth wall 
  just for you. Brilliant design work can sometimes 
  look like cheating. Your item malfunctioned per my 
  design. Never think that your talented Game Mas-
  ter would cheat. He is on your side!
  Now suck it up and get back to the adventure. 
  Luck to you!"
  BERRY PLANTATION – RANDOM DEVICE TABLE
  Roll
  Device
  3
  Strawberry Juice x6: Heals 20 hp
  4
  War-Darts x20 (ICR 10): WC 1, 1d6+3/6
  5
  Work Belt with Vibro-Saw (ICR 8): WC 9, 4d6/15
  6
  Lion Decoy (ICR 4): Claw (WC 2, 3d6); AC 6; 
  hp: 11. Will not attack humanoids. 
  7
  Cranberry Juice x4: Melee attacks x2 for 2 
  hours
  8
  Champagne Currant Juice x6: Str 18 for 3 hours
  9
  Aerial Observation Unit (ICR 2)
  10
  Light Cube (ICR 4)
  11
  Vibro-Blade (ICR 7): WC 9, 12/10/12/12
  12
  Air Cycle (ICR 2): Limited 30mph, 1’ off ground
  13
  Anti-Grav Sled (ICR 4)
  14
  Dog Bot (ICR 2): Bite (WC 8, 10d6/35); AC: 3; 
  hp: 125; Heightened Hearing and Heightened 
  Vision.
  15
  Saskatoon Juice Canteen: Infravision 12 hours
  16
  Elderberry Juice x20: Dex 3 for 10 hours
  17
  Dream Bush Berries x10: Poison (INT 12, sleep)
  18
  Slug Projector Rifle Type 3 (ICR 6): WC 5, 5d6, 
  x2 vs. AC≥5
  Andrew Antolick (Order #29834561)
  
  Page 11
  The flowers in the garden have benefited from the 
  efforts of the horticulture droids, with the flower 
  stems nearly forming a forest of their own. Each 
  bloom reaches 8’ or more in height, and the air is 
  filled with the heady perfumes of the blooms. Hor-
  ticultural robots move through the areas trimming 
  and pollinating the flowers. The bots respond to any 
  wearer of a green arm band, gladly answering ques-
  tions about the flowers (especially willing to point 
  out those either helpful or dangerous) but will not 
  cease their labors. 
  The many gardens of flowers are hundreds of yards 
  long and wide. Over the centuries, the flower varieties 
  have mutated — some familiar, some unique to the 
  gardens. The patches of mutant strains are marked, 
  while un-labeled map areas represent beds of unmu-
  tated flowers.
  MUTANT FLOWER GLENS
  N –  Rose – Poisonous (INT 10) scent, 2d6 hours un-
  consciousness. 
  O –  Tulip – Contact with flower causes powerful, 2’ 
  radius explosion (3d6). 
  P –  Lily – The flower changes from white to red when 
  exposed to any level of radiation.
  Q –  Blaster Flowers (Mutated Sunflower) – AC: 6; 
  Move 0; hp: 32; RR: 8; CON: 8; MR: 8; STR: 8; DEX: 
  8; Mutations: Explosive Seeds (WC 3, 1d8; the 
  plant reacts to any moving living being within 10’ 
  of the flower).
  R –  Dandy-lion (Mutated Dandelion) – AC: 6; Move 
  0; hp: 49; RR: 17; CON: 12; MR: 16; STR: 16; DEX: 
  10; ATK #3; Mutations: Branch Javelins (WC 2, 
  2d6+4), Sword Fronds (WC 1, 3d6); Defects: Im-
  mobilized by darkness.
  S –  Hell’s Bells (Mutated Blue Bell) – AC: 7; Move 0; 
  hp: 35; RR: 12; CON: 12; MR: 15; STR: 3; DEX: 10; 
  Mutations: Mental Control (MR 15) via sonic at-
  tack up to 30’. Successful attack forces victim to 
  leave all food and drink at the bottom of the flow-
  er and depart. 
  T –  Baby’s Breath – Buds (Buds (WC 2, 3d6/10) fire at 
  targets up to 90’ away. There are 11 flower buds on 
  each plant. 
  U –  Catcher Plant (Mutated Pitcher Plant) – AC: 4; 
  Move 6; hp: 18; RR: 12; CON: 5; MR: 12; STR: 12; 
  DEX: 12; Mutations: Dissolving Juices (plant 
  scoops up paralyzed prey and dissolves them at 
  the rate of 20 hp/round), Mental Paralysis (MR 12).
  V –  Violet – Contact poison (INT 18). Bones surround 
  these plants. 
  W – Hyacinth – Poison (INT 14) scent. 
  X –  Lilacs – The touch of these flowers and their pol-
  len heals 5 hp, 1/day. 
  Y –  Gazer Lily (Mutated Blue Bell) – AC: 2; Move 0; 
  hp: 79; RR: 16; CON: 11; MR: 16; STR: 11; DEX: 15; 
  Mutations: Sunflowers (WC 2, 4d6).
  Z –  Poppivlads (Mutated Poppies) – AC: 5; Move 8; 
  hp: 6 per 5’ patch (60); RR: 9; CON: 11; MR: 16; STR: 
  5; DEX: 10; Mutations: Hallucinatory Pollen (INT 
  13), Vampire Thorns (WC 1, 1d6). Targets subdued 
  by the poppivlad’s pollen do not require a to-hit 
  roll.
  AREA 3-1 – LIE LACKS: This radioactive (INT 3) lie lack 
  patch is several hundred yards long and wide. The 
  mutagenic radiation here causes flesh to permanent-
  ly change color to bright purple.
  Lie Lacks (Mutated Lilacs) – AC: 7; Move 1; hp: 33; 
  RR: 18; CON: 9; MR: 3; STR: 3; DEX: 3; Mutations: 
  Paralytic Odor (INT 9). Plants move atop and smother 
  paralyzed victims (2d10/round).
  AREA 3-2 – MUSHROOM PEOPLE SCOUTING PARTY:  
  Darting amongst a patch of massive rose bushes are 
  a cluster of ten mushroom people. They signal their 
  displeasure at being disturbed, hopping up and down 
  and hurling tiny spears. 
  Mushroom People, Morel - S (10) – AC: 7; Move: 2; 
  hp: 7; RR: 18; CON: 9; MR: 18; STR: 3; DEX: 18; Weap-
  ons: Spear (WC: 2, 1). Mutations: Heightened Intel-
  ligence, Humanoidal, Reproduction Spores, Special 
  Absorption, Telepathy 
  Normal Reaction: Attacks by leaping into a victim’s 
  chest and absorbing (12≤ on 3d6). Spores grow 1d3 M-
  sized Morel People in 24 hours. 
  If destroyed, a band of medium-sized mushroom 
  people will avenge their destruction one day later.
  AREA 3-3 – SINGING VINES: This is a huge patch of sing-
  ing vines. Their sonic attack automatically works on 
  the characters, forcing them to leave all food and ar-
  mor behind with the vines. They may continue their 
  quest, but cannot come back for their equipment.
  AREA 3-4 – PURPLE BEAST CAMP: In the center of a small 
  clearing, a massive wine-colored ape sits at a fire. He 
  is unsurprised by your presence and calmly lifts four 
  arms in greeting. He has no visible weapons, although 
  a large pack rests within easy reach. He looks at you 
  appraisingly, with six un-blinking eyes.
  Addis the purple beast has recently retreated across 
  Blume Lake and, if told of the characters’ quest, will 
  tell them of the building in the center of the island – 
  and its open door (5-1b).
  Andrew Antolick (Order #29834561)
  
  Page 12
  NPC 
  C
  NPC 
  B
  Andrew Antolick (Order #29834561)
  
  Page 13
  NPC KEY (see page 46 for stats)   A = Cpl. Staggeron   B = Nomeddon   C = Wroose
  NPC 
  A
  Andrew Antolick (Order #29834561)
  
  Page 14
  Purple Beast: AC: 3; Move: 6; hp:144; RR: 18; CON: 
  18; MR: 18; STR: 18; DEX: 17; ATK #3. Mutations: Elec-
  trical Generation, Heightened Dexterity, Heightened 
  Intelligence, Heightened Strength, Immunity (fur is 
  immune to laser fire), New Body Parts, Telepathy. 
  Appearance: These are nine-foot tall purple furred 
  apes with six limbs that all act as arms. The head has 
  six eyes spread across its skull. 
  Normal Reaction: If approached in a non-threaten-
  ing manner, he introduces himself as Addis, offering 
  to share his fire and food (mostly unrecognizable root 
  vegetables). Like others of his kind, he is gentle by na-
  ture and, due to his fascination with True Humans, 
  will not intentionally harm them. If forced to defend 
  himself he can strike with his massive fists (WC: 2, 
  5d6) or channel electrical current into one powerful 
  blow (8d6).
  Among his more common trade goods (food, water, 
  etc.), Addis has the following items for trade:
  •  2 dried animal glands which, when eaten, impart in-
  vulnerability to lasers for 1 day.
  •  14 hydrogen cells
  •  3 atomic cells (he is unfamiliar with what might use 
  them)
  •  1 firestarter
  AREA 3-5 – BROKEN SECURITY ROBOT: A 6’ tall metal 
  egg waves four tentacles about as it drifts through the 
  air towards the walkway, pushing through the flower 
  beds. Sparks and thin wisps of smoke vent from cracks 
  along the robot’s casing. It is repeating “You are under 
  arrrhhhhhhh,” at ear-splitting levels.
  Security Robot Type III, damaged (#2): AC: 5; 
  Move: 7 (fly); hp: 44; RR: 9; CON: 9; MR: 9; STR: 9; 
  DEX: 15. Weapons: Tentacles (WC: 4, 3d6)
  Normal Reaction: The bot has the senses of a human 
  and three blinding bright head lamps that it is smart 
  enough to shine in the eyes of the characters. Its ten-
  tacles are waving around but can no longer paralyze. 
  Presenting the black or red arm band prominently 
  causes the robot to cease attacking. However, it lis-
  tens to the character with the band and then floats 
  away, shedding sparks all the way. 
  AREA 3-6 – GHOST LOTUS: The edge of the lake is tran-
  quil here, with aromatic lotus flowers bobbing with the 
  gentle motion of the water. The white blossoms scintil-
  late with reds, deep blues, and purples. Looking across 
  the lake you see a distant island at its center.
  Ghost Lotus: AC: n/a; Move: 0; RR: 17; CON: n/a; MR: 
  12; STR: n/a; DEX: special. Mutations: Insubstantial, 
  Radiation Pollen (INT 13)
  Normal Reaction: When any prey approaches the 
  shoreline near the lotus, the flowers send out a cloud 
  of sparkling radioactive pollen (no attack roll needed) 
  across a 200’ area. The plant is immune to physical 
  attacks, passing through its insubstantial form, but is 
  vulnerable to mental attacks and high level (14+) ra-
  diation.
  Beneath the surface, a mere 3’ from shore, are the 
  remains of a recently slain wolfoid scouting party. 
  Their equipment is water-logged and useless.
  Andrew Antolick (Order #29834561)
  
  Page 15
  FLOWER GARDENS – RANDOM ENCOUNTERS TABLE
  Roll
  Encounter
  2
  Crimson Terror (Young) – AC: 6; Move: 3; hp: 44; RR: 11; CON: 12; MR: 6; STR: 15; DEX: 11
  Weapons: Bite (WC 5, 4d10); tail (WC 4, 5d10).
  Mutations: Physical Reflection (electrical, laser). 
  Notes: This T-Rex mutant stands 20’ tall with a 10’ long tail. It retreats if reduced to half health.
  3
  Dart Creature – AC: 4; Move: 3; hp: 11; RR: 12; CON: 12; MR: 12; STR: 12; DEX: 12
  Weapons: Bite (WC 1, 1d4).
  Mutations: Poison Quills (WC 8, 3d6 + INT 15 poison, 20’ range).
  Notes: Cannot be surprised; retreats when at 5 hp or less.
  4
  Winged Biter – AC: 4; Move: 5/12 (fly); hp: 12; RR: 12; CON: 5; MR: 12; STR: 14; DEX: 12
  Weapons: Bite (WC 1, 1d6 + poison); spit (WC 2, poison; 30’ range).
  Mutations: Immunity (paralysis, poison), Poison (INT 13), Precognition, Wings.
  Notes: Always precognitive, cannot be surprised.
  5
  Changer, Giant – AC: 4; Move: 1/4 (fly); hp: 33; RR: 12; CON: 12; MR: 12; STR: 12; DEX: 12
  Weapons: Beak (WC 3, 3d6).
  Mutations: Chameleon Powers, Immunity (poison), Larger Than Normal, Precognition.
  Notes: Always precognitive, cannot be surprised.
  6
  Stabber – AC: 2; Move: 1/8 (fly); hp: 44; RR: 14; CON: 14; MR: 14; STR: 14; DEX: 14; ATK #3
  Weapons: Beak (WC 3, 3d10).
  Mutations: Larger Than Normal, Sonic Abilities (special); Defects: Mental Block vs. Pegasus.
  Notes: Swoops from above surprising all non-precognitive targets. Whistle paralyzes non-intelligent tar-
  gets.
  7
  Hawkoids (4) – AC: 8; Move: 6/12 (fly); hp: 40; RR: 16; CON: 10; MR: 14; STR: 10; DEX: 16
  Weapons: Bow (WC 1, 1d6).
  Mutations: Fear Generation, Force Field Generation, Heightened Intelligence, Levitation, New Body Parts.
  Notes: Use their bows but, if reduced to 10 hp the hawkoids will use Fear Generation to turn the tide 
  by forcing those affected to flee.
  8
  Blood Birds (8) – AC: 5; Move: 1/6 (fly); hp: 23; RR: 18; CON: 8; MR: 18; STR: 8; DEX: 16
  Weapons: Beak (WC 3, 1d6).
  Mutations: Immunity (mental control, radiation), Irradiated Body (INT 10).
  Notes: Blood bird radiation extends 10’ from the birds.
  9
  Black Ones (3) – AC: 8; Move: 4; hp: 46; RR: 8; CON: 10; MR: 4; STR: 14; DEX: 17
  Weapons: Bite (WC 3, 1d6+1 + poison).
  Mutations: Electrical Generation (WC 6, 4d6), Immunity (mental control), Poison (INT 11).
  Defect: No resistance to illusions.
  Notes: When creatures touch their web, the pack attacks by using electrical generation before moving 
  in to finish them off.
  10
  Dark Fungus – AC: 8; Move: 0; hp: 66; RR: 12; CON: 1; MR: 12; STR: 1; DEX: 12
  Weapons: Touch (10d6).
  Mutations: Force Field Generation (30 points), Heightened Intelligence, Illusion Generation, Mass Mind, 
  Telepathy
  Defect: No resistance to mental attacks.
  Notes: Uses telepathy to convince creatures to touch it. Grows 1’ (11 hp) for each victim killed.
  11
  Android, Thinker – AC: 5; Move: 8; hp: 100; RR: 9; CON: 18; MR: 18; STR: 6; DEX: 18
  Weapons: Laser Rifle Type 3 (WC 6, 10d6), vibro-blade (WC 9, 12/10/12/12)
  Notes: Wishes to aid humans but must attack all other intelligent life.
  12
  Garden Robot (#3) – AC: 3; Move: 2; hp: 80; RR: 9; CON: 18; MR: 3; STR: 6; DEX: 3
  Weapons: Forestry tools (WC 3, 2d6), manipulative tentacles (WC 7).
  Systems: Anti-grav units, head lamps, manipulative tentacles, standard sensory receptors.
  Color Band Access: Green. Will listen to orders and then depart without obeying.
  Notes: Will attempt to ‘‘prune" the limbs from any creature it encounters.
  Andrew Antolick (Order #29834561)
  
  Page 16
  PART FOUR: BLUME LAKE
  The dark waters of the lake stretch out before you, an 
  island visible in its center. Strange plant growths rise 
  from the water, undulating slowly, curling and un-
  curling. In several places, streams of bubbles rise with 
  regularity while, in others, sickly-looking red bubbles 
  burst on the surface. Infrequent splashing sounds in 
  the distance, like that of a large creature breaching the 
  surface, warn that the lake is not unpopulated. 
  The waters of Irrigation Tank GMG/2001 (aka “Blume 
  Lake”) provide the irrigation needs for the surround-
  ing rings, as well as being home to many aquatic 
  species. Unlike other locales on the Warden, meant 
  to replicate natural bodies of water, the edges of the 
  cylindrical lake drop off immediately, plunging hun-
  dreds of feet into the dark waters below. 
  Randomly discovered devices can be found on the 
  body of a dead creature or otherwise floating nearby. 
  The creatures of Blume Lake should not only surprise 
  the characters but should startle the players as well. 
  To heighten this, use techniques such as announcing 
  an attack mid-sentence while describing a floating 
  technological find or by slapping the table unexpect-
  edly before announcing the attack. In addition to any 
  fixed e ncounters, c rossing t he lake w hile u sing t he 
  raft causes two random encounters. Using the par-
  tially submerged walkway doubles that number. 
  AREA 4-1 – PONTOON-BOT: A 20-person covered pon-
  toon boat glides across the water on an obvious inter-
  cept course. There is no visible means of steering or 
  propulsion, yet it moves unerringly toward you. As it 
  nears, strange sounds can be heard, perhaps some sort 
  of music, coming from the phantom craft. Lights come 
  on around the edge of the boat’s deck, flashing upward 
  from near the waterline in a garishly festive display.
  The craft is an intelligent droid that enthusiastically 
  introduces itself as the Starcraft Aqua Patio. It will 
  gladly take the PCs to the shore of the island, or any-
  where else on the lake, avoiding any further encoun-
  ters on the lake unless ordered otherwise. The craft 
  is well stocked with food and beverages and the boat 
  will urge the PCs to partake. There is no trap; the food 
  and drink is of high quality and well preserved. If at-
  tacked by the PCs, the boat will flee.
  AREA 4-2 – BLACK TIDE: A thick, black, tarry-looking 
  slick rises to the surface; an ebon wound against the 
  blue of the lake. It sits atop the water, moving with the 
  waves. The breeze shifts and carries the stench of rot-
  ting fish to assail your senses. 
  All those within 100 yds and unprotected from the 
  fumes of the black tide begin to suffer the effects of 
  FLOWER GARDENS – RANDOM DEVICE TABLE
  Roll
  Device
  3
  Sound Elimination Headphones (ICR 5)
  4
  Radiant Plant Destroyer (ICR 4); WC 8, 
  10d6/35 – plants only
  5
  Kinetic Pistol (ICR 2): WC 9, 6d6/20
  6
  Power Seeds x5: All attributes 18 for 30 min-
  utes followed by all attributes 3 for 2 hours
  7
  First Aid Kit (ICR 8): Heals a total of 25 points
  8
  Deflection Bracelet (ICR 2): stops 1st 10 points 
  of energy attacks. Turns to dust after 90 min 
  of use.
  9
  Life Detector (ICR 1)
  10
  Damaged Laser Pistol (ICR 4): WC 6, 2d6/7 
  11
  Throwing Blades x5 (ICR 10); WC 3, 2d10/10 
  12
  Lightning Projector Staff  (ICR 4): WC 1, 4d6/15; 
  range 50 yards
  13
  Essence of Sleep Flower: Poison (INT 18)
  14
  Chameleon Suit (ICR 8): AC 2 when 100’ dis-
  tant and motionless
  15
  Blaster Flower Seeds x10: WC 2, 1d8/5
  16
  Plasma Grenades x3 (ICR 2): WC 1, 12d6/40 in 
  10’ radius. Treats all ACs as 8.
  17
  Jetpack (ICR 1): 100mph, 9 hours of power
  18
  Heat Dart Pistol (ICR 3): WC 6, 6d6/20 + 
  12d6/40 burn
  Andrew Antolick (Order #29834561)
  
  Page 17
  its poisonous (INT 16) fumes; eyes redden and swell, 
  lungs begin to burn, victims become short of breath. 
  Beneath the black tide lurks an octoid, ready to prey 
  on any creature falling into the water after being 
  overwhelmed by the toxic algae bloom.
  Octoid – AC: 8; Move: 1/3 (swim); hp: 33; RR: 15; CON: 
  13; MR: 15; STR: 12; DEX: 12; ATK# 3. Mutations: 
  Chameleon Powers, Energy Regeneration (laser), 
  Grasping Tentacles (WC 8), Heightened Brain Talent, 
  Heightened Intelligence
  Notes: A ten-foot tall, pink Octopus that can use its 
  tentacles to walk on land. If two tentacles strike a 
  victim in a round, the target is held – the mutant au-
  tomatically bites (WC 3, 3d6). Lasers heal damage to 
  octoids rather than injuring them.
  AREA 4-3 – SEA-MINE: A metal dome bobs in the water. 
  Looking large enough to hold a single individual, per-
  haps it is some sort of small craft, although you can 
  see no hatch. It begins drifting closer, as if steered by 
  some intelligence. 
  Several sea-mines were launched into the lake by the 
  military A.I., to protect itself from attackers that nev-
  er came. The mine is drawn by thermal differences in 
  and on the water (such as body heat). Touching the 
  mine causes detonation, inflicting 250 points in a 100 
  yd radius.
  AREA 4-4 – THE KRAKEN:  There is no warning – the 
  Kraken immediately attacks from below the partially 
  submerged walkway in a flurry of massive tentacles, 
  each the size of a shuttlecraft. 
  Kraken – AC: 3; Move:10/20 (swim); hp: 125; RR: 10; 
  CON: 12; MR: 18; STR: 28; DEX: 16; ATK# 9. Muta-
  tions: Larger Than Normal, Total Carapace
  Like its namesake this mutated is very large (100 feet 
  long). Its massive size and heavily armored carapace 
  make it a true nightmare of the deep. 
  Normal Reaction: The Kraken floats in the waters 
  beneath the walkway, watching for a shadow to be 
  cast from above. The Kraken strikes at the first tar-
  get it sees. Once a Kraken has identified its prey (or a 
  floating source of prey) it attacks with all eight of its 
  tentacles (WC: 5, 1d6+14; 8 attacks/round) as well as 
  biting with its beak (WC: 3, 4d10+14).
  Andrew Antolick (Order #29834561)
  
  Page 18
  BLUME LAKE – RANDOM ENCOUNTERS TABLE
  Roll
  Encounter
  2
  Pontoon-bot – AC: 2; Move: 3 (swim); hp: 44; RR: 10; CON: 10; MR: 10; STR: 10; DEX: 10
  Systems: Outboard motor. Color Band Access: Black, green.
  3
  Blood Birds (4) – AC: 5; Move: 1/6 (fly); hp: 23; RR: 18; CON: 8; MR: 18; STR: 8; DEX: 16
  Weapons: Beak (WC 3, 1d6). Mutations: Immunity (mental control, radiation), Irradiated Body (INT 10).
  Notes: Blood Bird radiation extends 3 yards from the birds.
  4
  Imitators (2) – AC: 7; Move: 1/5 (fly); hp: 19; RR: 18; CON: 12; MR: 18; STR: 11; DEX: 18
  Weapons: Beak (WC 5, 15), claw (WC 4, 4d6), laser pistol type 3 (WC 6, 10d6).
  Mutations: Immunity (lasers), Radiated Eyes (INT 10), Shapechange.
  5
  Water Snake Droid – AC: 6; Move: 2 (swim); hp: 20; RR: 11; CON: 11; MR: 11; STR: 17; DEX: 11
  Systems: Pruning jaws (WC 1, 2d6+3). Color Band Access: Green.
  6
  Octoid – AC: 8; Move: 1/3 (swim); hp: 33; RR: 15; CON: 13; MR: 15; STR: 12; DEX: 12; ATK# 3
  Mutations: Chameleon Powers, Energy Regeneration (laser), Grasping Tentacles (WC 8), Heightened 
  Brain Talent, Heightened Intelligence.
  Notes: A ten-foot tall, pink Octopus that can use its tentacles to walk on land. If two tentacles strike a 
  victim in a round, the target is held and the mutant automatically bites (WC 3, 3d6). Lasers heal dam-
  age to octoids rather than injuring them.
  7
  Flying Fish (6) – AC: 4; Move: 3/4 (fly); hp: 45; RR: 9; CON: 9; MR: 9; STR: 9; DEX: 18
  Weapons: Beak (WC 3, 5d6) Mutations: New Body Parts (beak), Wings.
  Notes: The creature is ten feet long when adult and silver in color. It has a razor sharp beak it uses for 
  ramming. If the prey is killed, the fish lands on it and feeds. If the prey is not killed, the fish swims a 
  distance away and takes another attack on the same prey.
  8
  Turtloid – AC: 3; Move: 1/2 (swim); hp: 56; RR: 11; CON: 11; MR: 11; STR: 11; DEX: 6
  Weapons: Bite (WC 2, 4d6), claws (WC 3, 3d6).
  Mutations: Immunity (mental control, paralysis, poison), Telepathy, Teleportation.
  Notes: A mature turtloid is ten feet long and four feet tall at the shoulders with a thick shell. If encoun-
  tered while using the raft, it will begin its assault by tearing out the bottom of the raft. Characters will 
  likely be forced to drop equipment to be able to stay afloat and swim to shore (+2 random encounters).
  9
  Fin – AC: 4; Move: 1/4 (swim); hp: 66; RR: 14; CON: 14; MR: 18; STR: 14; DEX: 14
  Weapons: Charge (WC 4, 3d6). Mutations: Force Field Generation, Heightened Intelligence, Immunity 
  (poison, radiation), Mental Blast, New Body Parts (arms), Telepathy. Notes: If not attacked, it will at-
  tempt to peacefully communicate.
  10
  Manling – AC: 5; Move: 1/3 (swim); hp: 66; RR: 15; CON: 15; MR: 15; STR: 15; DEX: 15
  Weapons: Spear gun (WC 2, 2d6 + poison INT 13).
  Mutations: Force Field Generation, Gills, Heightened Senses, Life Detection (intelligent life, 50 yards), 
  Life Leech, Mental Control, New Body Parts, Telepathy. 
  Notes: At six-foot-tall, the flesh of the manling is bright green. In most ways it looks human save for 
  special flesh lenses over its eyes, a set of gills on its chest, and webbing between its hands and feet. 
  The creature attacks with its spear gun. If that fails it uses its mental life leeching ability.
  11
  Salamanders (3) – AC: 4; Move: 2/4 (swim); hp: 77; RR: 10; CON: 17; MR: 17; STR: 17; DEX: 17
  Weapons: Spear gun (WC 2, 2d10+3).
  Mutations: Force Field Generation, Heat Generation, Heightened Balance, Heightened Touch, Larger 
  Than Normal, New Body Parts. Notes: At ten feet tall, these mutants are at home in the water and on 
  land. They are humanoid with bright green scaled flesh. Their over large hands and feet are webbed, 
  and they display a very powerful build. They begin battle using their large two shot spear rifles before 
  roasting their targets alive with their heat generation.
  12
  Water Grabber – AC: 6; Move: 0; hp: 55; RR: 11; CON: 11; MR: 11; STR: 15; DEX: 3; ATK # 2
  Mutations: Heightened Senses, Manipulative Fronds, New Body Parts (root system).
  Notes: A 50-foot tall willow tree with an unusually vast root systems When the water grabber senses 
  creatures with range, it grabs them with its plant tentacles and attempts to drown the bodies in the 
  water (treat drowning as poison INT 1). Its roots press the bodies into the side of the shore and feeds 
  off the nutrients. 
  Andrew Antolick (Order #29834561)
  
  Page 19
  PART FIVE: MILITARY COMMAND 
  DOME
  AREA 5-1 – BUNKER ENTRANCE (BLACK): At the center of 
  the island is a RHMDU (Round House Modular Dwell-
  ing Unit), although this particular building is slightly 
  larger than most you have previously encountered, 
  and it lacks the outer walkway area around the front. 
  The air here is completely still.
  Disguised as an RHMDU is the military command 
  bunker. Beneath its ordinary-looking exterior are 
  reinforced duralloy walls, military-grade weaponry, 
  and a number of potent security measures. When 
  characters approach within 30 yards of any of the 
  doors, the bunker’s defenses activate. The computer 
  will only voice a warning the first time a door is ap-
  proached. The laser cannons act at Dex 10. Retreat-
  ing to a distance of 30 yards or more disengages the 
  cannons. Opening any of the four entrance hatches 
  requires use of a black armband.
  Massive laser cannons rise from beneath the soil, 
  flanking the door to the unit. A calm and friendly voice 
  breaks the silence. “Laser batteries on-line and pre-
  paring to fire. You may feel some discomfort.” A disqui-
  eting humming comes from the weapons.
  What happens next depends on which bank of can-
  nons the characters are facing:
  5-1a:  Cannons overcharge, exploding for 250 points 
  in a 100’ area.
  5-1b:  Cannon batteries dead, the weapons glow brief-
  ly before going quiet. The door here is damaged, 
  leaving an accessible gap.
  5-1c:  Damaged cannons leak radiation (INT 15, 50’) 
  and fire (AC: 2; hp 25; WC: 6, 6d6/20).
  5-1d:  Both cannons function normally (AC: 2; hp 100; 
  WC: 6, 20d6/75). 
  Within the dome, the inconsistent red lighting paints 
  everything in shades of red and black. A computer-
  ized voice repeats “Omicron Protocols are in effect – 
  shelter in place” every five minutes. 
  AREA 5-2 – SECURITY STATIONS: Signs on the wall of this 
  security checkpoint read “Unauthorized access strictly 
  forbidden. Use of lethal force is authorized.” Fake pot-
  ted plants and a security podium are the only furnish-
  ings here.
  5-2a: Destroyer robot, damaged and lacking security 
  overrides. This unit cannot be stopped by use of an 
  armband.
  5-2b: Two skeletons, clad in black uniforms with red 
  piping lie on the floor, each with its bony fingers clasped 
  around the throat of the other. Each skeleton wear both 
  BLUME LAKE – RANDOM DEVICE TABLE
  Roll
  Device
  3
  Life Ring (ICR 10), trails 15’ of bloody rope.
  4
  Half empty jar of peaches, still fresh.
  5
  Waterlogged hat with a white armband tucked 
  into the brim.
  6
  First Aid Kit (ICR 8): Heals a total of 25 points.
  7
  Bottle of Plutonian Brandy, Poison (INT 18) 
  reduces Dex to 4 for 24-CON hours.
  8
  Flask of Strawberry Juice x4: Heals 20 hp.
  9
  Emergency Container holding radioactive 
  waste (INT 18).
  10
  Floating Red Ball (ICR 10): just a plain kickball.
  11
  Canoe (ICR 10), damaged but serviceable.
  12
  Sea Mine: touching it causes detonation 250 
  points in 100 yd radius.
  13
  Chameleon Suits x4 (ICR 8): Decrease AC by 2 
  at 100’.
  14
  Military Flashlight (ICR 7)
  15
  Combat Gloves x2 pairs (ICR 8)
  16
  A jagged, broken-handled oar.
  17
  Robot Neutralizer (ICR 1); WC 8, special
  18
  A.I. Communications Link (ICR 1), attached to
  a severed hand. A.I. will warn of the Military 
  Dome.
  Andrew Antolick (Order #29834561)
  
  Page 20
  Andrew Antolick (Order #29834561)
  
  Page 21
  a black and a red armband. A discarded gamma revolv-
  er (ICR: 2, WC: 8, radiation – INT 15) lies on the floor 
  behind a plastic potted plant in the far corner.
  5-2c: The floor here is charred and bits of robot are 
  embedded in the walls. The remains of nine military 
  security officers are spread around the room.
  5-2d: Destroyer robot, will only respond to a green/
  red armband (military command).
  Destroyer Robot: AC: 4; Move: 9; hp: 190; RR: 11; 
  CON: 11; MR: 10; STR: 36+; DEX: 11.
  Appearance: Standing 7’ tall, there is no pretense 
  that the figure at this guard post is human. Each phys-
  ical detail seems meant to accentuate that the body 
  beneath the black-and-red uniform is artificial; its 
  form is enlarged to an exaggerated degree, exposed 
  surfaces are polished to high sheen, and its eyes glow 
  softly. Other than a combat knife on its belt, the robot 
  appears unarmed. It looks at you dispassionately.
  Weapons: Fists (WC: 4, 2d10+20), laser rifle type 2 
  (WC: 6, 7d6 – built into right arm), sonic disruptor 
  rifle (WC: 7, 15d6 – built into left arm); vibro-combat 
  knife (WC: 9, 25 + 4d10).
  Normal Reaction: Upon the announcement from 
  NICS, the robot immediately moves to engage the 
  characters using both of its weapon arms. It remorse-
  lessly attacks the characters, following them should 
  they retreat. 
  AREA 5-3 – DUTY OFFICER’S QUARTERS: Each of these 
  areas is a near-identical living suite, decorated in 
  military fashion and complete with dining nook and 
  private washroom. Each door opens for combined 
  black and listed colored armbands, although all open 
  for either the combination of black and red armbands 
  or a green/red armband (announcing “security over-
  ride” as the door unlocks). The doors are marked with 
  nameplates.
  5-3a (gray): (Limited Duty Officer) LDO Porter – On 
  the bed lies a mummified corpse clad in a black uni-
  form with gray piping. Matching armbands have 
  rolled under the bed. On the nightstand is a sonic dis-
  rupter pistol (WC: 7, 15d6), an empty drinking glass, 
  and a small pill bottle (poison, INT 18, 10 pills).
  5-3b (blue): (Chief Warrant Officer) CWO Harrington 
  – Furnishings are piled up just inside the door. A skel-
  Andrew Antolick (Order #29834561)
  
  Page 22
  etal figure, the back of its skull crushed, lies behind 
  the barricade. It holds a protein disrupter pistol type 
  1 (WC 8, 5d6/15d6/20d6, flesh only) in one hand and 
  is clad in a black uniform with blue piping. Black and 
  blue armbands are hidden beneath the washroom 
  sink. A hole in the wall in the dining area leads into 
  the adjoining arms locker (5-6a).
  5-3c (blue/red): (Lieutenant) Lt. Penn – The suite has 
  been covered in strips of star charts, torn lengthwise 
  and then affixed to the walls. Trapped in the shower 
  cubicle is a robot owl which obeys the commands 
  of the first being to touch it. It is otherwise indistin-
  guishable from a real owl.
  5-3d (green): (Lieutenant Commander) LCdr. Coo-
  per – 11 goliath vine seeds. When planted, a seed will 
  grow to a maximum height of 200 yards in an hour.
  AREA 5-4 – ADJUTANT’S STATIONS: These office stations 
  were used by the duty officer’s adjutants for the han-
  dling of incoming communications, filing, and day-
  to-day scheduling. Each has a large, U-shaped desk 
  with several independent computer workstations 
  and dumb terminals (to allow communications to 
  and from the bunker to go unnoticed by the Warden’s 
  main A.I.). The underside of each desk has a small se-
  curity button which must be pressed at the same time 
  a black band is presented to access area 6-1. 
  5-4a: The desk here has been blasted into fragments, 
  making access to area 6-1 from this area impossible.
  5-4b: This enclosed room is filled with a bomb cactus, 
  which rooted in a body lying near the desk. Even the 
  gentlest of movements will cause it to release a show-
  er of thorns (WC: 1, poison – INT 11). A locked desk 
  drawer holds a kinetic pistol (ICR: 2, WC: 7, 6d6/20). 
  The key to the drawer is in the remains of the uniform 
  beneath the cactus. 
  Bomb Cactus: AC: 5; Move: 0; hp: 150; RR: 9; CON: 18; 
  MR: 3; STR: 3; DEX: 3.
  5-4c: This area is untouched, due to the presence of 
  a MLRSD (Military Long-Range Security Droid). Req-
  uisition reports and other documents (now meaning-
  less) are still neatly stacked with handwritten notes 
  scrawled across their folders marking their individu-
  al priority levels. Concealed behind a hidden panel in 
  the desk is an EMP pistol (ICR: 8, WC: 8, 75% to dead-
  en targeted power cell) with 2 shots remaining.
  MLRSD: AC: 3; Move: 10; hp: 100; RR: 18; CON: 18; 
  MR: 18; STR: 18; DEX: 18; Atk # 2. Weapons: Plasma 
  rifle (ICR: 2, WC: 5, 30d6/100)
  Normal Reaction: Ordered to secure the area when 
  the bunker went into lock-down, the MLRSD de-
  mands intruders leave immediately or be subject to 
  summary execution. It ignores all armbands.
  AREA 5-5 – MILITARY COMMANDER’S QUARTERS (GREEN/
  RED BAND): As the door opens, a genteel voice emerges 
  from the darkness. “Welcome back Admiral. Omicron 
  protocols have been enacted. It has been 116,371 days 
  since you left. I was getting worried. I detect that you 
  have brought guests. I will set extra places for dinner.” 
  A robotic butler can be seen in the gloom, moving to 
  turn on lights and make the room ready.
  This room is a more poshly-appointed version of the 
  other officer’s quarters. During an Omicron emergen-
  cy, the commander’s quarters have been set to initiate 
  a complete “apocalypse lockdown” to maintain the 
  safety of the military chain of command. One minute 
  after the door opens it will slam closed again (followed 
  by massive blast doors) and will remain closed until 
  the Omicron protocols are no longer in effect. Those 
  attempting to move through the doorway as it closes 
  must roll beneath their Movement on 2d6. 
  The sealed emergency supplies within the room can 
  sustain a single person for ninety days. The robotic 
  butler is an ever-present companion, doing all he 
  can to keep spirits running high. After the supplies 
  run out, the robotic butler will apologize profusely as 
  those trapped slowly starve to death in great comfort. 
  The butler will do no harm to any “guest” of the ad-
  miral’s and, if need be, will allow himself to be disas-
  sembled or destroyed.
  AREA 5-6 – ARMS LOCKERS (BLACK): “You are access-
  ing restricted weapon systems without authorization; 
  that doesn’t seem very fair.”
  Despite the words of the computer, things seem fairly 
  picked over, either grabbed in the initial emergency 
  or in the time since.
  5-6a: Riot Gear – 10 slug projectors type 3 (WC: 5, 
  5d6/20 subdual); 10 slug projector rifles type 3 (WC: 
  5, 5d6/20 subdual); 1 case of paralysis grenades x20 
  (ICR: 6, poison – INT 10 paralyzes for 4 hours). A hole 
  in the wall here leads into area 5-3b.
  5-6b: Small Arms – 1 plasma pistol (ICR: 2, WC: 5, 
  25d6/85); 6 plasma shells. 
  5-6c: Heavy arms – 2 bio-rifles (ICR: 2, WC: 8, pa-
  ralysis in 2 minutes, death in 5 minutes); 10 gamma 
  grenades (ICR: 2; WC: 1; radiation – INT 15, treats all 
  armor as AC 8).
  5-6d: Mobile Armor Storage – Medium mobile de-
  fense armor. The armor power systems are unstable 
  and, once activated by its wearer, will explode for 100 
  points in a 5’ radius.
  AREA 5-7 – ADJUTANT’S QUARTERS: These doors of 
  these small efficiency suites are unmarked (save for 
  Andrew Antolick (Order #29834561)
  
  Page 23
  c) and will open for any black band unless secured 
  from within.
  5-7a: Both doors have been electronically disabled 
  from within but are reparable by using a hand-held 
  programming analyzer. Inside, a pure white human 
  figure, clad in black, stands in the center of the room 
  before the shifting air currents disturb the room and 
  cause the form to crumble to dust. Sifting through 
  the dust turns up a tiny counterfeit communications 
  device (tuned to a now-dead frequency originating 
  from Epsilon City).
  5-7b: The door leading to 5-10 is damaged and unable 
  to close. This has allowed a bio-creature to gain ac-
  cess. It lurks on the ceiling in the center of the room, 
  ready to feast on anything that should pass beneath 
  it.
  Bio-Creature: AC: 2; Move: 1; hp: 50; RR: 16; CON: 16; 
  MR: 16; STR: 16; DEX: 25. Mutations: Acidic Vomit, 
  Chameleon Powers, Dissolving Juices, Grasping Ten-
  tacles, Heightened Dexterity, Heightened Precision, 
  Life Detection (150’), Mental Transparency, Taller
  Normal Reaction: The bio-beast moves more quick-
  ly than the eye can follow, lashing out with its ten-
  tacle (WC: 1, 20 – treats all armor as AC 8) and pulls 
  them into its body to float in a pool of acid and diges-
  tive juices (incidentally damaging/destroying armor/
  weapons/equipment). It can also regurgitate its stom-
  ach acids as a ranged attack (WC: 3, 3d6/2d6/1d6 done 
  over three rounds).
  5-7c: Name plate reads “AG Young” (Adjutant Gen-
  eral) The door has been booby trapped with a hover 
  claymore mine (50 points in a 30-yd radius). The 
  detonation of the claymore destroys all of the room’s 
  contents.
  AREA 5-8 – ENLISTED BARRACKS: “Shh….they’re sleep-
  ing. You wouldn’t want to wake them, would you?” The 
  A.I.’s voice startles you, eerie in its soft laughter. 
  Row upon row of bunks, stacked three high, fill this 
  barrack space. Half of the beds are still occupied by 
  the skeletal figures of the humans who dwelt here. Ev-
  erything in the room is coated with a layer of fine dust 
  and the air smells faintly of wildflowers. As you watch, 
  there is a disturbance, as if from something moving 
  swiftly through the room. The dust swirls into the air, 
  and humanoid-shaped voids move within.
  The bodies are of those who did not stir in time to 
  grab protective gear as NICS went mad and flood-
  ed the compartment with chemical “pacification” 
  agents. The traces still linger in the form of the high-
  ly poisonous (INT 12) powder that coats everything 
  here. If searched, the footlockers contain ordinary 
  possessions (photos of family, clean socks, and other 
  personal effects). This area is also the lair of a family 
  of Invisible Attackers.
  Invisible Attacker (4): AC: 5; Move: 12; hp: 14; RR: 11; 
  CON: 11; MR: 11; STR: 11; DEX: 21. Mutations: Immu-
  nity (energy, poison), Invisible, Radiated Eyes (INT 
  12), Regeneration (5/round)
  Normal Reaction: These creatures attack without 
  mercy, killing for both food as well as pleasure. They 
  commonly concentrate their radiated gaze on a single 
  target in hopes of taking it down quickly. When using 
  their gaze, the eyes of the invisible attackers become 
  visible, glowing a baleful red.
  5-8a: The disembodied voice calls out from the room 
  behind you, “Hiding will not aid you. Security forces 
  are in route.”
  This area is subdivided between the head and a 
  shower area. Everything here is still functional, and 
  the showers easily wash away any residual poisonous 
  dust. Steam from the sinks will fog the mirrors above, 
  revealing the message “NICS killed us.” 
  AREA 5-9 – LOUNGE: Overturned chairs and couches 
  litter the area, and the walls are stained by scorch 
  marks and ancient bloodstains. Amidst the wreckage 
  stands a squat robotic form. As you watch, the shape 
  blends into its surroundings, vanishing. A voice comes 
  from empty air, ordering you to place your weapons on 
  the floor and step away.
  MMRSD 
  (Military 
  Medium-Range 
  Security 
  Droid): AC: 3; Move: 2; hp: 55; RR: 18; CON: 11; MR: 11; 
  STR: 18; DEX: 11; ATK# 2
  Appearance: Five feet long, two feet tall, and covered 
  in camouflage paint changing with its surroundings.
  Weapons: Laser pistol (WC: 6, 10d6), tranquilizer 
  darts (WC: 2, poison – INT 13, causing 3 hours uncon-
  sciousness)
  Normal Reaction: The MMRSD, operating indepen-
  dently, is investigating a prior breach of the bunker. 
  If the characters follow its orders and surrender, it 
  will “arrest them” and remove them from the bunker, 
  leading them to the edge of Blume Lake where they 
  are released with a warning. Any resistance is met 
  with tranquilizer darts and – failing that – laser fire. 
  It will remove ALL military and security armbands 
  prior to releasing the characters.
  AREA 5-10 – OPERATIONS CENTER: Long rows of blink-
  ing computer stations fill this room, along with mum-
  mified figures slumped over their terminals. The red 
  light from above casts everything in a sinister glow, 
  and flickers of light from between the rows give evi-
  dence that you are not alone.
  For security purposes, this door to the military com-
  Andrew Antolick (Order #29834561)
  
  mand bridge will only open if a black band is present-
  ed while all other doors to this room are closed. The 
  damage to the door leading to 5-7b currently makes 
  further access impossible. An engineering robot is 
  moving along the floor examining the underside of 
  the consoles and appraising the damage to the room, 
  prior to commencing repairs on the door to area 5-7b. 
  Left to its own devices, it will have the door function-
  al within thirty minutes. 
  Tech Droid: AC: 2; Move: 2; hp: 60; RR: 18; CON: 12; 
  MR: 18; STR: 18; DEX: 10
  Normal Reaction: If undisturbed it will ignore 
  the characters, moving around them as it replaces 
  burned out systems, installs new circuitry, and bends 
  the door back into working order. It will accept orders 
  from anyone with a gray band but prioritizes them 
  lower than repairing the operations center. If at-
  tacked it will retreat and summon four MSRSD from 
  area 6-1.
  PART SIX: MILITARY COMMAND 
  BRIDGE
  AREA 6-1 – MILITARY COMMAND BRIDGE: As the bulk-
  head hatch swings open, the prior automated warn-
  ings cease, and an alarm pierces the air. Before you 
  stretches an open area with five command chairs sit-
  ting in front of shimmering holographic displays. The 
  stations are assembled surrounding a towering cylin-
  der filled with a bubbling luminescent liquid. From a 
  speaker on the cylinder comes a calm voice.
  “Welcome to the military command bridge of the star-
  ship Warden. No military bridge access has been made 
  in…” the computer trails off for a moment before con-
  tinuing, “I cannot even say how long. Starship Warden 
  is currently experiencing an Omicron emergency. Per 
  Omicron protocols, each of the security locks at each 
  command station have been opened for inspection 
  and repair. I am NICS, and as the Warden’s ranking 
  A.I., I require assistance in effecting repairs to the ship 
  and resuming course. Quantum travel is available for 
  reaching the affected areas at your command.”
  Use a slow, soothing voice for the military A.I. Noth-
  ing short of using an atomic weapon can damage the 
  cylinder. Damage done to the bridge is repaired with-
  in hours, and any silly talk of repairing or destroying 
  the A.I. results in NICS releasing two military secu-
  rity droids from holding to eliminate the threat. 
  If asked about the voice heard in Part 5, NICS will ex-
  plain that part of his programming became fragment-
  ed when the bridge was sealed off. He has had no con-
  tact with that portion of itself since the disaster. NICS 
  is lying. He enjoys tormenting fleshies but, now that 
  Page 24
  the PCs have made it to the bridge, playtime is over.
  Military Short-Range Security Droid: AC: 4; Move: 2; 
  hp: 50; RR: 18; CON: 18; MR: 3; STR: 18; DEX: 12; ATK# 2 
  Systems: Anti-grav, human-level senses, infrared 
  lenses
  Appearance: These robots are four-foot-tall eggs, 
  with two slug projector type 3s extending from their 
  casings.
  Normal Reaction: Upon activation by NICS, they 
  immediately enter the bridge and attack, firing their 
  slug projectors independently (WC: 5, 5d6). 
  Note: These units normally respond to black arm 
  bands but are have been placed into security override 
  by NICS. They will show no mercy. 
  Each of the duty stations is of similar design, having 
  both manual controls as well as cerebral interfaces 
  accessed by the donning of a metal headband.
  AREA 6-2 – ENGINEERING STATION (GRAY) – LEVEL 17: 
  The holographic screen shows the interior of a mas-
  sive turbine, stuffed with some type of porous earth. A 
  warning flashes “Turbine #7/14-c obstructed, engine 
  shut down.” Looking at the viewscreen, the turbine is 
  clogged with mud. 
  If the characters request quantum travel to the de-
  picted location, they appear near a large mud wall 
  that is evidently obstructing the turbine’s function-
  ing. Six engineering robots, all equipped with huge 
  scoops, stand at the ready to shovel the muck away. 
  They need a character with an arm band of some type 
  to order them to work. Once they begin, they quickly 
  break through the wall – alerting a colony of giant fire 
  ants that pour through the breach. 
  Giant Fire Ants (20): AC: 4; Move: 6; hp: 22; RR: 17; 
  CON: 9; MR: 9; STR: 18; DEX: 18
  QUANTUM TELEPORTATION
  Quantum travel was originally meant for emergency 
  troop deployment and was categorized as Classified 
  by the military forces. Its use puts a serious drain on 
  the ship’s systems; lights on the bridge, and across 
  the Warden, dim while it is engaged. For this reason, 
  only one entanglement portal can be open at any 
  given time. When the characters decide on a loca-
  tion to visit, NICS will activate the quantum systems 
  and a shimmering portal appears in both places, 
  allowing two-way travel. Alternately, the referee is 
  welcome to force the characters to physically travel 
  to each location, stretching the adventure into a 
  mini-campaign of its own.
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  Mutations: Larger Than Normal, New Body Parts 
  (massive mandibles), Poison Sting (INT 10, 5 on fol-
  lowing round)
  Appearance: The ants are three feet long, with their 
  over sized mandibles accounting for half of that. A 
  vinegar-like odor hangs in the air around them, grow-
  ing stronger as they are killed. 
  Normal Reaction: The ants swarm the robots, using 
  their mandibles (WC: 3, 2d10) and stingers (WC: 2, 3d6 
  + Poison) to great effect. If unchecked, the ants will 
  destroy the robots. If attacked, the ants immediately 
  scent-mark the characters as a threat to the nest and 
  wholly focus on them. The response to the threat is 
  disorganized, and only one ant at a time will attack 
  any given target while the others rush about to get a 
  better angle of attack. Only once all twenty ants are 
  killed can the engineering bots safely clear the muck. 
  Once all ants and obstruction are cleared (undis-
  turbed, it takes the robots a mere five minutes), the 
  turbine spins back up to speed. Characters still pres-
  ent must roll 3d6 beneath their Dexterity or be turned 
  to mist by the massive blades. Back on the bridge, the 
  station’s holographic display shows no further warn-
  ings and all levels are green. 
  AREA 6-3 – SCIENCE STATION (BLUE) – LEVEL 6: The 
  holographic screen shows a factory center with a vat 
  pouring some sort of red goo into a large mold. The 
  mold spins for a few minutes before opening to release 
  a trio of androids; a worker, a thinker, and a compan-
  ion. The three androids walk out of sight as several 
  hoses descend from above to refill the vat. Warning text 
  reads “Programming failure – Safety Interlock Error.”
  Quantum-traveling characters appear in the middle 
  of a large manufacturing center, filled with material 
  for the manufacture of androids. This is the source of 
  the red androids, scourge of the Warden. None of the 
  androids manufactured here receive the four prima-
  ry laws of android programming. Unfortunately, the 
  characters do not have the skill required to correct 
  this malfunction, leaving the destruction of the vat 
  and mold as the only option. Both items must be de-
  stroyed (requiring 100 points of damage each) before 
  the manufacturing station will read clear. Destroying 
  the vat and mold must be handled carefully, as both 
  represent grave risks. 
  The vat will refill the mold 10 rounds after the char-
  acters arrive, and new androids will emerge from the 
  mold 10 rounds after (they will depart, ignoring the 
  characters completely). Destroying the mold while 
  it is spinning sends shards of razor-sharp shrap-
  nel through the area (WC: 3, 10d10). Energy attacks 
  against the vat cause a chemical explosion doing 50 
  points damage to all within the area, igniting a chem-
  ical fire among the supplies. Characters have three 
  rounds after the explosion to escape before the cham-
  ber is flooded with inert gas, suffocating all remain-
  ing within.
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  AREA 6-4 – ENVIRONMENTAL STATION (GREEN) – LEVEL 
  10: The holographic screen shows a large grill, covered 
  in webbing. A number of cocooned forms hang from the 
  grill. Warning text reads “CO2 Scrubber Obstruction – 
  Cascade Failure Imminent.”
  The characters arrive in the midst of the massive duc-
  twork of one of the primary air purification centers. 
  A group of 10 engineering bots idle, chainsaws at the 
  ready, while behind them lies a pile consisting of the 
  destroyed forms of at least twice again as many bots. 
  The webbing has completely fouled this filter, and 
  over time, the strain has damaged the others. 
  The robots will accept orders from anyone wearing an 
  armband but are utterly useless for combat. Interfering 
  with the webbing causes the bulkhead spider to erupt 
  from its den, easily destroying any engineering bot it 
  attacks. Only once the spider has been dealt with may 
  the bots clear the obstruction and clear the warnings at 
  the environmental station.
  Bulkhead Spider: AC: 2; Move: 8; hp: 88; RR: 18; 
  CON: 18; MR: 9; STR: 18; DEX: 18
  Weapons: Bite (WC: 1, 3d8+3 + poison), cocoon (WC: 
  1, Strength 16+ or vibro-blade to escape in 1d6 rounds)
  Mutations: Immunity (paralysis), Larger Body Parts, 
  New Body Parts, Poison (INT 12, paralysis), Resis-
  tance (energy ½), Special Webbing
  Appearance: The mutant is ten feet tall and wide 
  with a heavy carapace. 
  Normal Reaction: Upon emerging, the spider im-
  mediately attacks its nearest prey, seeking to bite it, 
  cocoon it, and drag it back into the web. If the char-
  acters retreat, any cocooned characters are devoured. 
  Among the cocooned bodies is that of the military 
  navigation officer. She wears a blue/red armband, 
  which signifies ship’s command personnel.
  AREA 6-5 – NAVIGATION STATION (BLUE/RED) – OB-
  SERVATION DOME: The displays of the Navigation sta-
  tion are meant to show multiple inputs (including 
  visual) of the space around the Warden. The visual 
  display shows massive shapes, spiked black orbs, that 
  blot out the unmoving stars. A pair of warnings read 
  “Proximity Alert – Collision Imminent” and “Power 
  Failure – Navigation Shutdown.”
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  Arriving on scene, the characters find themselves 
  in the ship’s observation dome looking out into the 
  stars beyond. The Warden is stationary, and several 
  ominous-looking ships hang in space alongside the 
  Warden joined together by the same sort of umbili-
  cal that connects the Warden to level 0. Within the 
  dome, massive fungal spores cling to large telescopes 
  and other sensory systems, while others float in the 
  dome and begin drifting through the air toward the 
  characters.
  Spiked Fungus: AC: 7; Move: 1 (float); hp: 11; RR: 7; 
  CON: 7; MR: 7; STR: 7; DEX: 7 Mutations: Contact Poi-
  son Spores (INT 18), Energy Drain
  Appearance: The fungus appears as beach-ball-sized 
  spiked spheres. 
  Normal Reaction: The spores are attracted to power 
  sources, clinging to them while draining their power. 
  When the fungus is reduced to zero hit points it ex-
  plodes into a cloud of fine black spores. The spores 
  cover everything within 10 yds, making any skin con-
  tact (such as pulling off gloves) potentially fatal. 
  Two sprays of plant defoliant will wither all of the 
  fungus without triggering the release of spores. 
  AREA 6-6 – COMMAND STATION (GREEN/RED) – LEVEL 
  13: The holographic display is partially blocked by a 
  corpse lying across the console. The remains are not 
  wearing a recognizable uniform, and it wears a green/
  red armband of unknown function. A closer look at the 
  display shows a hull breach. Atmosphere vents into 
  space as engineering bots attempt to effect repairs us-
  ing duralloy plating. Weapons fire from the left forces 
  the bots to retreat. Bold-face security warnings scroll 
  repeatedly across the display: “PROXIMITY ALERT!! – 
  UNKNOWN VESSEL DETECTED!! – HULL BREACH!! 
  – ATMOSPHERIC PRESSURE LOSS!! – SECURITY 
  ALERT!! – BOARDING IN PROGRESS!!”  
  Arriving on scene, the characters immediately begin 
  taking fire from a space-suit-clad gray alien as the at-
  mosphere around them vents into space. Characters 
  without other means of remaining in place must roll 
  3d6 under their Strength score to grab onto some-
  thing and prevent themselves from being ejected 
  into space. Outside the Warden a small scout-ship 
  hangs in space, with a larger craft beyond. Merely 
  killing the gray scout allows for the engineering bots 
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  to repair the damage, but five rounds later the hull is 
  blasted open again and two grays attempt to establish 
  a beachhead. Only by dealing 100+ points of damage 
  to the scout vessel will the grays be forced to abandon 
  their salvage attempt. Once the craft has retreated 
  and the bulkhead is secured, the display shows the 
  scout-ship returning to the mothership and depart-
  ing (for now).
  Little Gray: AC: 2; Move: 6; hp: 66; RR: 18; CON: 18; 
  MR: 18; STR: 9; DEX: 9 Weapons: Disintegration 
  beamer (ICR: 0, WC: 9, 25, 10 shots per clip). 
  Abilities: Heightened Senses, Immunity (mental 
  control, paralysis), Telepathy
  Appearance: These aliens stand four feet tall with 
  over-sized heads and black eyes. They wear space 
  suits and carry strange, bulbous weapons. 
  FINAL ENCOUNTER
  Once the characters have been successful in making 
  all needed repairs, NICS makes its move to eliminate 
  the “intruders.” The conflict between the warring 
  A.I.s has finally come to the forefront. NICS stutters 
  and hiccups as it speaks, a sign of its struggle with the 
  Warden’s primary A.I. NICS will release its military 
  security droids to enforce “order.” 
  “Well d-d-d-done. The ship will be able to resume its 
  course thanks to your efforts. I only wi-wi-wi-wish you 
  hadn’t breached security to accomplish your tasks.” 
  There is an audible pause before the computer contin-
  ues, slurring “Omicron proto-to-to-cols must be fol-
  lowed.” As the computer speaks, the lights in the room 
  change from their warm glow to a deep red. 
  “I must ask you t-t-t-o leave the bridge – leave the 
  bridge.” A quantum portal opens as the lights dim to-
  ward darkness; panels around the bridge open, expel-
  ling armed military droids into the room. “I’m afraid I 
  cannot-cannot-cannot ask you again.”
  NICS seeks to avoid potential damage to the ship’s 
  systems during its conflict and will attempt to quick-
  ly shepherd the characters out via the portal. If asked 
  where the portal leads, NICS honestly answers that 
  it leads to the forest on level 11. If asked to send the 
  characters elsewhere, NICS agrees to redirect the por-
  tal. NICS is quite insistent that the characters leave 
  immediately and, should the characters depart via 
  the quantum portal, NICS destabilizes the quantum 
  bridge as they depart. Those PCs stated to be hurry-
  ing through the portal may attempt to roll under their 
  Dexterity on 4d6. Those who fail have their atoms 
  scattered across the Warden while those who succeed 
  emerge unharmed with the dying screams of their 
  comrades echoing in their ears.
  A refusal to use the portal leads to NICS ordering the 
  bots to clear the bridge (which they attempt to do 
  with indiscriminate firepower).
   
  •  A human wearing a green/red military com-
  mand armband may force NICS to stand down 
  by ordering the A.I. to terminate Omicron Pro-
  tocols. Forced to comply, NICS begins to reboot 
  and restore – repairing the damages caused by 
  the conflicting commands.
   
  •  Characters in possession of both gold program-
  mer bands and a programming analyzer (from 
  previous adventures) can halt NICS’s program-
  ming, or even delete the A.I. With NICS disabled, 
  the Warden’s primary A.I. assumes control of 
  the military command bridge. The primary A.I. 
  is still quite sane.
   
  •  Five characters sitting in the command chairs 
  may attempt cybernetic link-up and pit their 
  combined MR against that of NICS (50). Success 
  forces NICS to shut down, while failure results 
  in NICS sending 200 points of energy directly 
  through the neural links and frying the charac-
  ters’ brains.
  No matter the outcome of the confrontation, the lev-
  el reattaches to the ship and the Warden finally re-
  sumes its long-interrupted journey. Over the next two 
  decades, long dormant ship’s systems power up, and 
  security attempts to establish control of the starship. 
  It will be a hard ten years as cryo-chambers release 
  emergency personnel to bring the main bridge back 
  on-line. Armed forces sweep across the ship, attempt-
  ing to pacify the natives and leading the way for oth-
  ers to initiate repairs, fix corrupted programming, 
  and establish a semblance of normalcy. In the medi-
  cal bays across the Warden, med-bots begin experi-
  menting to find a “cure” for mutationally afflicted 
  creatures. 
  There are whispered rumors of the Captain walking 
  among the people, spreading hope in the darkness.
  It will be a long twenty years before the Warden en-
  ters orbit; the planet below wondrous and filled with 
  strange and magical creatures.
  What will happen then?
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  APPENDIX A – TOURNAMENT PLAY
  One of the options for Doom on the Warden is to run 
  it tournament style, in the classic fashion of Tomb 
  of Horrors. For referees wishing to recapture the old 
  school feel of such an event, three groups of pre-gen-
  erated characters are provided in this section, as well 
  as special introductory text and information to cus-
  tomize the adventure to each individual group.
  Allow the players to select the type of group that they 
  wish to play: human, wolfoid, or mutant. Hand out the 
  appropriate character sheets and give everyone a few 
  minutes to devise what equipment they would like to 
  take with them. Then, read the players the starting in-
  formation and allow them to discuss the dead crewmen 
  in the access tube. In each of the outdoor areas (forest, 
  berry bushes, flower glen, and blue lake), the group 
  should face exactly two random encounters, and the 
  horror element of the area should be strictly adhered to.
  Access through the Command Post leads to identical 
  encounters no matter which entrance is taken (1-4), 
  leading the party to the heart of the command post. 
  Once there, the group performs their five individual 
  quests for repairing the ship before finally facing the 
  crazed A.I. and its attempt to kill them all. 
  HUMAN TOURNAMENT INFORMATION
  The Vigilist tribe dates back to the first METAMOR-
  PHOSIS ALPHA campaign and has long sought to 
  repair the Warden so as to resume its proper course. 
  The end of the adventure plays out as normal.
  INTRODUCTION: You are all pure human members of 
  the Vigilist tribe with a great deal of military equip-
  ment. For hundreds of years your elders have known 
  that you are aboard a colonization spaceship. The tribe 
  has studied the old texts and can read the language of 
  the ancients. After hundreds of years your study has 
  revealed the almost mythic access tube to heaven. You 
  have been sent to challenge the unknown and to return 
  the ship to its original course so that, someday, the Vi-
  gilists will walk upon the soil of a planet as their ances-
  tors once did.
  WOLFOID TOURNAMENT INFORMATION
  Like the humans, the wolfoids seek to repair the War-
  den and resume her course. This scenario runs just 
  like the human scenario. Unlike the humans, wol-
  foids are not hurt at all by laser fire, but that doesn’t 
  stop devices from firing lasers at them in an attempt 
  to halt their progress.
  STARTING EQUIPMENT
  Each player selects a predetermined number of 
  items that their character is carrying with them. A 
  good portion of the fun for the players is that there 
  is no list of equipment to limit them, only their cre-
  ativity and the referee’s good humor. If information 
  is not available for a requested piece of equipment, 
  simply make it up, or counter with a similar item. 
  Resources such as The Warden Armory, Creatures & 
  Gadgets, and others may be helpful in this regard 
  but are not required.
   ·  Humans of the militaristic Vigilist tribe may re-
  quest any equipment that they can think of.
   ·  Wolfoids may request any type of equipment 
  that they can think of, up to current technology.
   ·  Mutants may request any type of equipment, up 
  to the technological level of the 1700s.
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  INTRODUCTION: You are wolfoids from Epsilon City. 
  Recently, your clans have been united under a power-
  ful new wolfoid leader, Lucanerny. For a decade your 
  group has known they are on a colonization spaceship 
  and has studied the old texts and can read the lan-
  guage of the ancients. Years of study has revealed the 
  location of the almost mythic access tube to heaven. 
  Lucanerny has ordered that you find the command 
  dome and do whatever is necessary to put the starship 
  back on course. Many elder wolfoids believe that your 
  clans can grow and prosper much better with the free-
  dom of an entire world. 
  MUTANT TOURNAMENT INFORMATION
  The mutants seek to wreck the plans of the ancients 
  and prevent the Warden from resuming its course. The 
  adventure runs as normal until the mutants get to the 
  dome. Inside, the mutants’ attempts at destruction 
  will be repeatedly thwarted as holograms and force 
  fields quickly repair the non-essential systems being 
  destroyed. Engineering robots guard each of the five 
  command areas. Once the PCs have destroyed these 
  robots, they will have successfully blocked the quest 
  to get the ship back on course. Further, they can also 
  add to the messes they find to increase the danger 
  and diminish the likelihood of later repair. 
  The main ship’s A.I. will seem to agree with their 
  course of action. Once the five systems have been 
  sabotaged, it will ask them to sit down in the chairs 
  (even supplying more chairs if more than five PCs 
  remain) to initiate the final memory core shutdown. 
  The A.I. still plans on killing the group, and in this 
  case, the dome does not attach to the ship. Give the 
  players extra marks for blocking up the hatch of the 
  “access tube to heaven.” 
  INTRODUCTION: You are mutants from several differ-
  ent levels of the starship. Your villages have just real-
  ized that you are on a starship and this thought scares 
  them all terribly. Your group has studied the old texts 
  and can read the language of the ancients. Years of 
  study has revealed the almost mythic access tube to 
  heaven. You are part of a group dedicated to challeng-
  ing its dangers and stopping the ship from ever reach-
  ing its final location. Your agenda is simple: You are 
  to find the command dome and do whatever is neces-
  sary to ruin the plans of the human creators of the ship. 
  Your leaders feel that your villages can grow and pros-
  per much better on the ship that you control.
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  APPEARANCE: As a humanoid bear you walk on your back two feet and stand ten feet tall. You weigh 400 pounds and 
  have all the normal senses of a golden bear. 
  NORMAL REACTION & ATTACKING: bite WC 1--2d6, WC 1--claw 3d6, you can manipulate weapons, but your large paws 
  give you many problems. 
  MUTATIONS
  Bone Guard – The chest and head are covered in ridges of thick bone. It increases the AC by 1 and gives a +2 resistance 
  to mental attacks.
  Detonating Fingers – projecting short-ranged concussive blasts from each fingertip once a day per finger for 4d6, WC 1, 
  and explosive damage with a 10-foot range. 
  Husk – The mutant turns a wounded area into a dried husk and it drops off their body. They can heal 4 points every hour 
  with this power. They must concentrate on nothing else to accomplish this effect. 
  Magnetic Beam – With a range of 15 yards the mutant can focus a beam to pull or repel a metallic object of 25 pounds or 
  less. 
  Apathy Field – Up to 4 times a day the mutant makes a ranged mental attack that causes living things to lose focus and 
  they stop what they are doing. 
  Combat Adaption – For every melee round a mutant physically battles a foe they add 1d6 to their damage ability. It is 
  cumulative for that battle for their claw attack. 
  Find Fault – When this mutant begins melee they assess the integrity of a creature or object and are able to do 1d6 in 
  extra damage with every successful strike or missile attack. This is not cumulative in that it just adds to their other claw 
  attack.
  MUTANT CHARACTER SHEETS
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  APPEARANCE: This 10-feet tall humanoid tiger walks on its back legs. It has all the senses of a tiger. It’s smart enough to 
  manipulate devices, but its paws are large and cause problems as it tries to work things. 
  NORMAL REACTION & ATTACKING: its bite does WC 1--2d6 +4, its claw swipe does WC 1--3d6 +4. 
  MUTATIONS 
  Heightened Speed – Makes two melee attacks in a combat round. 
  Jumper – Can jump up to 50 feet in the air and 75 feet in a straight line. It can do a death from above attempt to strike 
  down on a foe for 1d6 per ten feet of distance moved. 
  Metallic Limb Transformation – The mutant can take 1 combat round and turn a limb into a duralloy limb. It can stay that 
  way without concentrating on it for 2d6 rounds. 
  Taller – This mutant is 10’ tall.
  Combat Adaptation – the mutant concentrate on killing a foe and does an extra 1d6 with every successful strike. 
  Deactivation  – With a range of 40 yards the mutant can attempt to mentally turn off a powered device in sight of the 
  mutant on a roll of 14 or higher on a 3d6 once per object. 
  Gravity Negation – Once a day, with a range of 25 feet, the mutant can strip the gravity of an object or being that fails their 
  mental resistance roll and send them to the ceiling for an hour. 
  Headache – On a successful mental attack the headache disables the living victim for 1 combat round and subtracts 1 hit 
  point times 3d6.
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  APPEARANCE: The mutant began life as a large Irish Wolfhound. It now stands 11 feet tall on its hind legs. It is able to 
  grasp things and is unusually intelligent in figuring out human devices. 
  NORMAL REACTION & ATTACKING: The mutant likes to shoot out webs to tie up victims. It has often life leeched victims to 
  death. 
  MUTATIONS 
  Manipulative Paws – The paws of the mutant are able to manipulate any object a pure human can grab. 
  Taller – This mutant is 11’ tall.
  Temporal Creation – The mutant generates a naked copy of itself that lasts for 10 combat rounds. This can happen every 
  72 hours and lasts for one battle. 
  Web – The web shoots out up to 20 yards from the paws of the mutant. It adheres to anything for a 2d6 +6 hit point 
  toughness. It remains sticky for one week. It takes two combat rounds to break free of the webs. Such webs can be used 
  once a day.
  Life Leech – The mutant can mentally attack all within 30 yards to grab 6 hit points from each body. This can be done 
  twice a day.
  Phase-Shifted Physical Attack – The mutant can attack those phased victims as if they weren’t phased. 
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  APPEARANCE: Coming from cougars, this humanoid now stands six feet tall. She still has the Cougar markings.  
  NORMAL REACTION & ATTACKING: She attacks with mental powers. She bites doing WC 1--2d6 or a claw does WC 2--3d6. 
  MUTATIONS
  Physical Reflection - Its fur is resistant to paralysis, lasers, and electrical energy. 
  Aversion Field – Once a day the mutant touches a living being. A field of force surrounds that being for 24 hours. A foe 
  trying to melee that being must make a mental resistance roll. If it fails, the foe can’t get within one yard of the force field 
  being. If it succeeds the being misses, but the field is destroyed. 
  Deactivation – With a range of 40 yards the mutant tries to turn off a device battery powered unit. This mutation works once 
  in a 24-hour period. If the roll fails, they can try again until it does work. This power does not work on androids. 
  Mental Bomb – This is a mental attack that can be made once an hour. If successful it does 6d6 in damage to a living 
  being. 
  Mental Immunity – Its brain is completely resistant to any form of mental attack. 
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  APPEARANCE: The creature comes from the jaguar breed. It now stands on its hind legs and is two feet tall. It has ma-
  nipulative paws. 
  NORMAL REACTION & ATTACKING: It can claw and bite in the same round for WC-1--2d6 each.
  MUTATIONS
  Fear Generation – With a successful mental attack it can put great fear in the mind of a living foe. 
  Force Field Generation – The invisible shield surrounds the body of a mutant. It takes 30 points of damage and then is 
  destroyed. It takes no effort to maintain the field as long as the mutant doesn’t move away from the spot where it was 
  created. 
  Levitation – It’s able to rise as high in the air as it wishes. 
  Telekinesis – With a range of 30 yards, it can lift up to 30 pounds of material or try and pull an object away from a foe. 
  Telepathy – It can read and message any friendly mind. Making a mental resistance roll it can read the mind of a foe. 
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  APPEARANCE: The humanoid stands 5 feet tall. Its flesh is solid black. In all ways it looks like a human.
  NORMAL REACTION & ATTACKING: This mutant enjoys making mental attacks on foes. It also has additions to melee at-
  tacks. The humanoid has a huge two-handed sword WC 2—3d6 +9.
  MUTATIONS
  Aerokinesis – With a range of 50 yards, the mutant can create a micro-burst doing 1d6 +1 in a wide area or a mini-torna-
  do doing 3d6 with either one having a weapon class of 6. 
  Combat Adaption – In a melee this mutant adds one die for every combat round it attacks the same foe. 
  Electromagnetic Pulse – In a 20-yard radius this mutation turns off any electric running items for 1d6 combat rounds. 
  Robots or computers are not influenced by this attack. 
  Find Fault – This adds 1d6 to any successful melee or ranged attack the mutant makes and is cumulative with other 
  attacks the mutant makes. 
  Headache – This mutant, twice a day, makes a mental attack causing a living foe to have a headache. When successful 
  the foe is disabled for the next melee round and the mutant does 1 hit point for every Mental Resistance point the attacker 
  has. 
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  APPEARANCE: The mutant is four feet tall and just as wide. It’s a massive creature weighing a great deal. Its arms and 
  legs are as massive as its overall body. 
  NORMAL REACTION & ATTACKING: This mutant enjoys making mental attacks on foes. It also has additions to melee at-
  tacks. The humanoid has a huge two-handed sword WC 2—3d6 +9.
  MUTATIONS
  Hydrokinesis – The mutant has a range of 40 yards and can manipulate four times its weight in water. The formed water 
  must maintain a contact to the original water body. The water can be manipulated in any form with the imagination of the 
  mutant. A slam of the water does WC 2—2d6.  
  Mental Bomb – This is a mental blast doing 6d6 using their mental resistance. It can be attempted once in any 24-hour 
  period. The range is 1-50 yards.  
  Negate Radiation – With a range of 10 feet this mutant can negate the damage from radiation in three different bodies or 
  a 10-yard by 10-yard patch of earth in a 24-hour period. All damage but one point is removed from three different bodies 
  in a 24-hour period.  
  Phantom Hand – With a 10-yard range a human-like hand appears. This hand cannot be damaged by heat or radiation or 
  other energy forces. The hand can last for 60 minutes once in a 48-hour period. The mutant must see the hand to work it. 
  The hand can lift whatever the mutant could have lifted with his strong hand.  
  Phasing – Twice in two different combat rounds, within a single hour’s time, the mutant can phase and not be touched by 
  anything or touch anything itself. This can be done twice in any 48-hour period.
  Power Leech – In making direct skin-on-skin contact, the mutant can absorb 1 random mutation from another mutant for 
  1d6 combat rounds. The mutant loses that power after a battle. 
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  APPEARANCE: This mutant appears as a 9-foot-tall perfectly formed human female. She has an hourglass figure and long 
  red hair. She commonly dresses in a skin-tight red jump suit.
  NORMAL REACTION & ATTACKING: This mutant enjoys using large bludgeoning weapons in battle. She traditionally carries 
  3 balanced throwing war hammers WC 1—2d6, and a very large morning star WC 1—4d6. 
  MUTATIONS
  Skin Suckers – This mutation influences the hands and feet of the mutant. The effect allows them to climb up most sur-
  faces as long as they are not carrying twice their weight in objects. The suckers are not formally visible if not being used.  
  Flying – Three times a day for up to 90 minutes a time this mutant can fly up to 25 miles an hour. 
  Gravity Negation – Within 25 feet this mutant can negate gravity on several unresisting nonliving objects. Those objects 
  fly into the sky as high as they can go for 90 minutes. This power can be used once an hour. 
  Technology Amnesia – Within 10 yards the mutant makes a mental attack. If it succeeds the victim forgets how to prop-
  erly use a single item of technology as observed by the attacking mutant. The lost knowledge returns to the victim after 
  one hour. 
  Total Healing – Once every 48 hours this mutant can heal all the damage done to it including amputations. 
  Warp Wood – Within 30 yards this mutant can twist and warp wood with a thickness less than the attacking mutant’s 
  body dimensions. Warping a living wooden mutant does 15 points of damage and can only be done once a day.
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  VIGILIST CHARACTER SHEETS
  Growing out of a barbarian tribe, the Vigilists believe that “all Intelligence is to be honored.” 
  They hold mankind (not true humans) above all others. As they have gained power the tribe 
  has learned that they are aboard a starship. They have set about “cleaning house,” maintaining 
  a constant vigil against the usurpation of mankind as the masters of the vessel. That doesn’t 
  mean that there are not mutants, and even robots, among the tribe – far from it. Humanoid 
  mutants are accepted as “human,” so the tribe’s definition of mankind is certainly looser than 
  others – although true humans are “more human” than others. The Vigilist fortress is a haven 
  for the most intelligent among them, man, mutant, or machine, protecting those who could 
  most easily decipher the devices and weapons that were found.
  APPEARANCE: Each human trooper of the Vigilist tribe stands about 6’ tall and is very muscular. They are dressed in 
  black riot armor with an assortment of military equipment. 
  NORMAL REACTION & ATTACKING: These troops are all outfitted with military weapons. P55 rifle (WC 3, 50 shot magazine, 
  inflicting 10 points of damage, can shoot one, two, or three shot bursts. In shooting a two shot burst subtract 1 from the 
  die roll. A three shot burst subtracts 2 from the die roll for all three bullets.
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  APPEARANCE: This mutant stands 6’ tall on its hind legs. It has used the ship’s resources to take up the ancient histori-
  cal Japanese Ninja ways. The duplicators of Epsilon city give this mutant all the Ninja equipment it wants. It is dressed 
  all in black.
  NORMAL REACTION & ATTACKING: Uses a triangular sword (WC 1, 2d6 +6), 4 ninja throwing stars that it always reclaims 
  after a battle (WC 1, 1d6 +2 and it can throw two a turn and it never hits an ally even in combat. When down to ten or 
  less hit points they throw tear gas grenades that act like INT 12 poison, to blind an enemy’s eyes thus allowing them to 
  run from combat. 
  MUTATIONS
  Heightened Precision – The mutant does an extra 2 dice of damage over and above his or her normal damage with any 
  weapon used.
  Physical Resistance – Their fur is immune to laser fire. 
  Radiated Eyes –  Mutant’s eyes to emit a damaging blast of INT 10 radiation. This power is limited to once every 4 melee 
  turns and has an effective range of 10 yards.  
  Regeneration – 5 hit points a combat round for a total of 20 points a day
  Telepathy – Mutant may translate another creature’s thoughts and/or emotions and send their own to them. This power 
  works regardless of whether the mutants speak the same language, and it works on all beings up to 25 feet away from 
  the mutant. 
  WOLFOID CHARACTER SHEETS
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  APPEARANCE: This mutant stands 9’ tall on its hind legs. It has used the ship’s resources to take up the ancient histori-
  cal Aztec Indian ways. The duplicators of Epsilon city give this mutant all the Aztec equipment it wants.
  NORMAL REACTION & ATTACKING: It commonly uses a heavy club (WC 1, 2d6 +4), 3 throwing war hammers (WC 1, 2d6, 
  can be thrown in battle and never strikes an ally) and a large shield in battle. They always strike to subdue as they want 
  to take victims hearts from their bodies to give to their gods in Epsilon city. 
  MUTATIONS
  Heightened Precision – The mutant does an extra 2 dice of damage over and above his or her normal damage with any 
  weapon used.
  Physical Resistance – Their fur is immune to laser fire. 
  Radiated Eyes –  Mutant’s eyes to emit a damaging blast of INT 10 radiation. This power is limited to once every 4 melee 
  turns and has an effective range of 10 yards.  
  Regeneration – 2 hit points a combat round for a total of 20 points a day
  Telepathy – Mutant may translate another creature’s thoughts and/or emotions and send their own to them. This power 
  works regardless of whether the mutants speak the same language, and it works on all beings up to 25 feet away from 
  the mutant. 
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  APPEARANCE: This mutant stands 8’ tall on its hind legs. It has used the ship’s resources to take up the ancient histori-
  cal Apache ways. The duplicators of Epsilon city give this mutant all the native equipment it wants.
  NORMAL REACTION & ATTACKING: It commonly uses a long bow (WC 2, 3d6 +5) and a long spear (WC 1, 1d6 +8) in 
  battle. When the spear is used this wolfoid always strikes first in a combat round. 
  MUTATIONS
  Heightened Precision – The mutant does an extra 2 dice of damage over and above his or her normal damage with any 
  weapon used.
  Physical Resistance – Their fur is immune to laser fire. 
  Radiated Eyes –  Mutant’s eyes to emit a damaging blast of INT 10 radiation. This power is limited to once every 4 melee 
  turns and has an effective range of 10 yards.  
  Regeneration – 3 hit points a combat round for a total of 20 points a day
  Telepathy – Mutant may translate another creature’s thoughts and/or emotions and send their own to them. This power 
  works regardless of whether the mutants speak the same language, and it works on all beings up to 25 feet away from 
  the mutant. 
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  APPEARANCE: This mutant stands 8’ tall on its hind legs. It has used the ship’s resources to take up the ancient histori-
  cal Roman Legionnaire society. The duplicators of Epsilon city give this mutant all the Roman equipment it wants.
  NORMAL REACTION & ATTACKING: It commonly uses the Roman Gladius (WC 2, 3d6) and a Javelin (WC 3, 1d6 +4). The 
  javelin can be thrown in melee and never hits an ally. 
  MUTATIONS
  Heightened Precision – The mutant does an extra 2 dice of damage over and above his or her normal damage with any 
  weapon used.
  Physical Resistance – Their fur is immune to laser fire. 
  Radiated Eyes –  Mutant’s eyes to emit a damaging blast of INT 10 radiation. This power is limited to once every 4 melee 
  turns and has an effective range of 10 yards.  
  Regeneration – 4 hit points a combat round for a total of 20 points a day
  Telepathy – Mutant may translate another creature’s thoughts and/or emotions and send their own to them. This power 
  works regardless of whether the mutants speak the same language, and it works on all beings up to 25 feet away from 
  the mutant.
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  APPEARANCE: This mutant stands 9’ tall on its hind legs. It has used the ship’s resources to take up the ancient histori-
  cal pirate of the Caribbean and his ways. This creature has gained pirate equipment from the duplicators of the ship.
  NORMAL REACTION & ATTACKING: It commonly uses an over large cutlass (WC 2, 2d6 +6) and 2 black powder pistols. 
  (WC 3, 10 points a shot with 12 shots). Using up all its shot it can make a WC 1, 25 hit point grenade, given two combat 
  rounds. These creatures have a strict code of honor that will not allow them to attack obvious females of any specie un-
  less those females attack first. 
  MUTATIONS
  Heightened Precision – The mutant does an extra 2 dice of damage over and above his or her normal damage with any 
  weapon used.
  Physical Resistance – Their fur is immune to laser fire. 
  Radiated Eyes –  Mutant’s eyes to emit a damaging blast of INT 10 radiation. This power is limited to once every 4 melee 
  turns and has an effective range of 10 yards.  
  Regeneration – 6 hit points a combat round for a total of 20 points a day
  Telepathy – Mutant may translate another creature’s thoughts and/or emotions and send their own to them. This power 
  works regardless of whether the mutants speak the same language, and it works on all beings up to 25 feet away from 
  the mutant. 
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  APPEARANCE: This mutant stands 9’ tall on its hind legs. It has used the ship’s resources to take up the ancient Egyptian 
  Sun worshipping culture of mankind.
  NORMAL REACTION & ATTACKING: In the dark or night time it only defends itself as Ra would be offended if it did battle 
  in its honor. It uses a power staff (WC 5, 15 points a strike per combat round and if it hits the same target a second time 
  that second strike does 30 points of damage). It has a Khopish sword at its hip, but rarely uses it (WC 2, 2d6 +4). 
  MUTATIONS
  Heightened Precision – The mutant does an extra 2 dice of damage over and above his or her normal damage with any 
  weapon used.
  Physical Resistance – Their fur is immune to laser fire. 
  Radiated Eyes –  Mutant’s eyes to emit a damaging blast of INT 10 radiation. This power is limited to once every 4 melee 
  turns and has an effective range of 10 yards.  
  Regeneration – 5 hit points a combat round for a total of 20 points a day
  Telepathy – Mutant may translate another creature’s thoughts and/or emotions and send their own to them. This power 
  works regardless of whether the mutants speak the same language, and it works on all beings up to 25 feet away from 
  the mutant. 
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  PREGENERATED CHARACTERS INSPIRED BY BACKERS
  Doom on the Warden was Kickstarted in early 2020. 
  Thanks to the support of many backers, this book 
  came to be. Three backers in particular put forth 
  a special effort to sponsor their own pregenerated 
  characters. These were designed by James M. Ward 
  based on input from the backers. Here are those three 
  pregenerated characters, with the names of the back-
  ers who sponsored them.
  NPC A: Cpl. Staggeron (True Human)
  Inspired by Michael Malin
  AC: 1; Move: 3; hp: 60; RR: 9; CON: 17; MR: 9; STR: 17; 
  DEX: 18; LP: 18
  Normal Reaction: The battle armored trooper will 
  be extremely helpful to the player characters when 
  they discover him.
  Weapons: Laser Rifle Type 3 (ICR: 2, WC: 6, 10d6/35; 
  10 batteries), Protein Disruptor Pistol Type 3 (ICR:8, 
  WC:8, 10d6/35; 5 shots remaining)
  Trooper Staggeron is  6’-tall, brown-haired, blue-eyed 
  muscular human was placed in in cryo-sleep at the 
  beginning of the voyage. Upon his awakening in the 
  military barracks three years ago, he made his way 
  to the dome level — knowing it was the safest place 
  on the Warden. He knows how to work all technology 
  on the ship (robots are especially helpful to this char-
  acter) and hates wolfoids, attacking them on sight. 
  Since being activated, he has sought out and collect-
  ed armbands and now has black, red, white, green, 
  and brown.
  NPC B: Nomeddon (Mutated Plant)
  Inspired by Shaun Smith
  AC: 3; Move: 2; hp: 55; RR: special; CON: 17; MR: 9; 
  STR: 17; DEX: 15
  Mutations: Heightened Intelligence, Immunity (la-
  sers, poison, radiation), Larger than Normal, Manip-
  ulation Vine, Mutation Replication, New Body Parts 
  (amoeboid form), Shapechange
  Defect: Body Structure Change
  Normal Reaction: When Nomeddon encounters 
  a group, it remains unseen for an hour while it al-
  ters form to vaguely resemble the strongest looking 
  member of the group. It offers to help the group, but 
  freely admits that it hasn’t been in this area very long. 
  When faced with a dead creature, Nomeddon moves 
  to “pray” over the body — laying seeds in the dead 
  body that sprout in two days to create a new Nomed-
  don. In combat is uses the abilities and mutations of 
  the form it is copying and instinctively knows how to 
  use energy weapons.  
  If struck by electricity, Nomeddon reverts to its true 
  form for one hour. While rarely seen in this form, the 
  mutant is 9’-long with a long tentacle extending from 
  its amoeba-like body. 
  NPC C: Wroose (Mutated Moose)
  Inspired by Andrew Scott Perry
  AC: 6; Move: 5; hp: 85; RR: 12; CON: 17; MR: 18; STR: 
  18; DEX: 15
  Mutations: Dual Brain, Heightened Intelligence, 
  New Body Parts (durable hide, manipulative digits, 
  vocal cords), Mental Transparency, Taller, Telekine-
  sis, Warden Sense (precognition: weather – will even-
  tually evolve into Weather Control)
  Weapons: hooves (WC: 1, 7d6/25), trample (WC: 1, 
  15d6/55)
  Normal Reaction: Wroose is adventurous, curious 
  and constantly hungry, prone to asking, “are you go-
  ing to eat that?” He will approach and join any group 
  that doesn’t appear openly hostile, fighting alongside 
  them to aid them in surviving level 0. The exception 
  to this is wolfoids, which Wroose distrusts, but who 
  can still win him over. 
  The moor suffer from a complete mental block for ro-
  bots and other forms of technology – and thus do not 
  understand the plight of the ship (Wroose is an ex-
  ception, due to his undergoing mutation of his dual 
  brain). The moor are greatly beloved by bearoids, and 
  lepusoids often scout areas on behalf of moors herd 
  leaders.
  Wroose is a 12’-tall, intelligent looking moor who nor-
  mally protects “Greatfall”, the largest forest area on 
  the Warden (located on deck 9). Unlike others of his 
  species, Wroose’s expression is not that of a dumb 
  animal, but instead is bright, driven, and fierce. He 
  can separate his fore-hooves into four finger-like ke-
  ratinized digits. Combined with his telekinetic abil-
  ity, Wroose can handle any human object with ease. 
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  Andrew Antolick (Order #29834561)
  
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  Andrew Antolick (Order #29834561)
  
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  NPC KEY (see page 46 for stats)   A = Cpl. Staggeron   B = Nomeddon   C = Wroose
  NPC 
  C
  NPC 
  A
  NPC 
  B
  Andrew Antolick (Order #29834561)
  
SOURCE: textdata/thevault/Metamorphosis Alpha/MA - Doom on the Warden.pdf