TEXT: Gregorius21778: 
  The Rockyhill Badlands
  25 Weird, Irradiated Encounters
  Version 1.1; created by Kai Pütz 
  (c) 2017
  
  Legal & other stuff:
  Created by:
  Kai Pütz; (c) 2017
  Artwork by:
  Maciej Zagorski; The Forge Studios  (Cover art, interior art)
  The Knotty Works (background artwork)
  All used under license and with permission
  My blog:
  www.gregorius21778.wordpress.com
  My other products
  Mutant Future(TM) is copyright 2008, Daniel Proctor and Ryan Denison. Mutant Future(TM) and Mutants & 
  Mazes(TM) are trademarks of Daniel Proctor. These trademarks are used under the Mutant Future(TM) Trademark 
  License 1.1  Got no copy of MutantFuture(TM)?  Get it for free!
  How to use this supplement:
  The Rockyhill Badlands is a set of 25 inter-linked encounters, with their own d100 Random Encounter table.
  They are meant to create an individual, named region for a GM that looks for a less-than-nondescript area to
  put his or her next post-apocalyptic dungeon into. The module alone may be used as a free-form hexcrawl
  with a few ruins to explore and plunder, and a brief adventure hook is included in the end of the PDF as well. 
  Factions and individual monsters/monster groups are part of the mix [all marked with an “(i)”]. If such are
  rolled a second time, they should either be re-rolled  or will have a different outcome the second time (as the
  PC are interacting with a certain group within the area).
  Most of the monsters encountered are part of the Mutant Future(tm) core rules (and referred to by page
  number), but a handful of new “creations” are introduced as well.
  Welcome to the Rockyhill Badlands!
  
  01# Black Birds in the Sky [p.69]
  The characters become aware of a couple of vultures in
  the sky. Whatever they are circling over, it cannot be
  more than an hour away from. If the PC take the detour,
  they will find a carcass (choose or use the sub-table
  below) which 1d4+1 vultures are currently feeding from
  while they others are still up in the air. These vultures
  are Death Birds (p. 69) while those up above are regular
  vultures  (who  know  better  than  to  challenge  their
  mutated brethren´s feeding rights). The GM should roll
  a random reaction for the Death Birds:
  Hostile/Unfriendly: they will attack on sight (or when
  the PC approach the carcass).
  Indifferent: they will not pay heed to the PC, unless
  they  interrupt  their  feeding.  In  that  case,  they  will
  spend one round screeching  menacingly and flapping
  about before they attack.
  On any better result, the Death Birds will fly away
  when disturbed (they had enough meat for today).
  Carcass Sub-Table(d8):
  Carcass Sub-Table(d8):
  1
  A half-eaten charger
  2-3
  A squashed giant ant
  4-6
  A left-overs of a harmless animal
  7
  1d3 gutted Pigmen
  8
  1d4 half-eaten Savage Mutants
  Pigmen and Savage Mutants may or may not have
  useful weapons/gear to loot (up to the GM) while all
  carcasses but squashed giant ants may provide some
  meat for rations (2d3 per HD). 
  After this encounter, there is a 2-out-6 chance that the
  next encounter will be with #The Great One (as the
  Death Birds follow him and the other way around).
  02# Charger Herd (i) [p.67]
  The herd is small, only 6 chargers (a HD 14 steed, three
  HD 12 / Moral 9 mares and two half-grown youngsters
  with 7 HD and Moral 7 each). These mutated beasts are
  the almost undisputed kings and queens of the area.
  Only the Giant Ants dare to attack them when a patrol
  encounters them or when the herd strays to close to a
  #Nest Entry (and if individual ants would have any
  value for their life, they would not).  If the GM rolls for
  a random reaction,  Indifferent means that the steed
  (and later, the mares) will only attack with their blast
  power and allow the characters to flee then. Any other
  result means that they will attack in full force and
  chase the characters for 1d4  turns. Moral checks for
  the mares and the youngsters are in order as soon as
  they lost half of their hit points, or when the steed has
  died (which will fight to the death).
  03# Circling Accipitoid (i) [p.59]
  A small group of Accipitoid, who have a lair on a far
  away cliff, use #the Needletower as a kind of outpost
  as they scout the area. The accipitoid the PC will meet
  is one of this scouts. He will fly over them and watch
  from the distance for a while, before disappearing
  again. It is armed with one throwing spear but will not
  attack unprovoked. If it is attacked, it will back off
  quickly.  The  next  encounter  will  be  with  three
  accipitoid (the whole scouting party), and one of them
  will be armed with a MK I Laser Pistol Mk 1 (18 shots
  left).  (continued on the next page.)
  A  Reaction  Roll decides  what  will  happen  if  the
  characters try to get into contact with the scout above
  them  peacefully.  A  result  of  Indifferent  or  better
  means that the scout will come done nearby and try to
  #
  Encounter
  01-02
  Black Birds in the Sky
  03-04
  Charger Herd
  05-07
  Circling Accipitoid
  08-13
  Dire Wolves
  14-15
  Giant Ant Nest Entrance
  16-20
  Giant Ant Patrol
  21-31
  Harmless animals
  32-33
  Hideous Boar
  34-38
  Old ruins
  39-43
  Pigmen
  44-45
  Porcine Devourer / „The Great One“
  46-47
  Sabre-Toothed Tiger
  48-57
  Savage Mutants
  58-64
  Shrieker Bushes
  65-66
  Skinner Tree
  67-69
  Slunks
  70-71
  Smalltown Ruins
  72-78
  Spidergoats
  79-80
  Stuck Food-Vendor Robo-Truck
  81-82
  The Needletower
  83-87
  Vomit Flies
  88-90
  Warthog
  91-93
  Water hole
  94-95
  Weird Mineral Mutant
  96-00
  Xeno Cattle
  
  communicate with the PC. It is able to understand the
  human language, but its ability to speak is limited: it is
  able to make sounds similar to “no” and “yes” and may
  try to give directions. As soon as the characters want
  more than general warnings, it will want something in
  return: “Trade!” it will caw: any useful item that the
  characters offers and that it may actually carry will be
  accepted. It will not reveal the position of #the Needle
  Tower (but to learn it, the characters just need to walk
  into the direction it flies to after the encounter). 
  04# Dire Wolves [p.102]
  A  small  pack  of  dire  wolves  prowls  the  area,  and
  members of two further packs from adjacent territories
  sometimes venture into it as well. The creatures are
  “man-eaters”,  and  will  attack  humans  and  human
  mutants gladly. 1d6 of them are encountered. Due to
  prior  clashes with  the  #Charger  Herd, they  are all
  deadly afraid of energy attacks: any such attack will call
  for a Moral test on their part (even if the attack did not
  hit). When only one or two of them are encountered, a
  Reaction Roll determines their behavior. Friendly means
  that  they  retreat  on  sight.  When  six  wolves  are
  encountered  (which  will  always  be  the  case  on  the
  second encounter with dire wolves, unless the first one
  was not a fight) three will charge the PC from the front
  while the rest will try to flank them (Surprise!) two
  rounds later. 
  If dire wolves are encountered after the characters won
  a fight against them, a Reaction Roll determines their
  behavior. Superior  numbers give the PC a matching
  bonus  to  the  roll  (+1  if  they  are  more,  +2  if  they
  outnumber the wolves 2:1 and so on...).
  05# Giant Ant Nest Entrance [p.60]
  There is a Giant Ant nest below, a hive  that has been
  build deep into the earth instead of becoming a large
  ant hill. The ants dug a lot of tunnels and pathways to
  travel underground (and avoid areas that are dangerous
  due  to  other  creatures  or  higher  concentration  of
  surface radiation). The characters just strolled near one
  such entry: a large, round hole in the ground or in the
  side of a hill. There is a 15% chance that weapons or
  other items from the #Savage Mutants or the #Pigmen
  may be found near the entry, but there will neither be
  bones nor corpses (the ants drag their kills inside to
  feet the hive). 1D3+1 ants on guard lurk inside of the
  tunnel, and as soon as a character pokes around it for
  more than 2d6 rounds all but one will come out to 
  attack. The ants will not follow the characters if they
  flee, nor will they retreat. The one that stays back will
  either travel the tunnel if the PC are winning (to alarm
  the hive) or will join the fray after a while. 
  A  journey  into  the  nest  is  past  the  scope  of  this
  module, but if the characters insist the GM should
  allow them to move deeper into the hive and past a
  junction or two. If the characters are foolish enough to
  go on, they will be attacked by two groups of of 1d3+1
  ants: one from the front, one from the back. 
  06# Giant Ant Patrol [p.60]
  1d4 Ants from the hive (see above) are encountered as
  they patrol the territory or hunt for food. A lone ant
  will only attack on a Reaction Roll result of Unfriendly
  or worse, while a group of ants will will attack on any
  result but Indifferent or better. 
  07# Harmless animals
  Not all creatures in the area are predators. Most of
  them are prey instead, but  the PC will not encounter
  those as frequently. They tend to shy away from their
  presence long before the characters are even able to
  note theirs (d10).
  1-3:
  Goats
  4:
  Suricates
  5:
  Wild ponies (i)
  6:
  Gianthogs
  7:
  Floatgrazers
  8:
  Termite Hills
  9:
  Ashcoat Deer
  0:
  Coyotes
  Goats are encountered in groups of 2d6 animals. They
  are harmless and will flee when approached, there is a
  chance 20% that they are in fact a semi-domestic herd
  that the local #Savage Mutants tend to and protect.
  In that case, two of them (armed with short bows) will
  confront the characters as soon as they approach the
  herd (Reaction Roll).
  Suricates will watch the characters from hill tops or
  from the safety of the small holes that lead into their
  burrows:  2d4  of  them  will  be  seen,  but  more  are
  nearby.  The  creatures  are  very  watchful,  and   an
  encounter  with  Suricates  means  that  the  next
  encounter  has  a  20%  chance  of  being  one  with
  #Harmless animals as well. 
  
  Wild ponies (i)  count as 2 HD herd animals  [p.75].
  3D6+2 will be encountered, and that may very will be
  what is left of their population in this area (i): the
  #Savage Mutants hunt them for food and capture them
  in order to turn them into beasts of burden. Dire wolves
  and other local predators decimate their numbers even
  further. 
  Gianthogs are a mutant species of hogs the size of small
  horses, with short brown fur, a flat and almost human
  like  face  and  long,  powerful  legs.  They  are  not
  “harmless” (HD: 3) but intelligent, telepathic and rather
  benevolent towards intelligent beings. 1D4 of them will
  be encountered and greet the PC via Neural Telepathy.
  The Gianthogs try to life in balance with the eco system,
  and even decided(!) to only procreate enough to keep
  their current numbers “as our feeding may otherwise
  imbalance things even further”. 
  They know about all the other creatures and groups
  around them, but “telling you where to find all of them
  may unbalance things”. The only exception to this rule
  of theirs are the #Giant Ants and the local #Pigmen: the
  first  seriously  unbalance  the  region  and  thread  to
  extinct all other life when they invade it further, the
  later are  “cruel, voracious and their actions are without
  sense or limit. We do not like them”. They can give the PC
  hints to the location of the pigmen camp and help them
  to either  find or avoid the nearest  #Giant Ant  Nest
  Entrance.  “There are more, but truth be told: we do not
  remember all of the locations”. If the characters want to
  avoid a  #Nest Entrance, those encounters will be re-
  rolled if they are among the next three encounters.
  If the PC communicate peacefully with the Gianthogs,
  the GM should make a reaction roll. On a  Friendly
  result, one of the hogs (the oldest one) will ask the PC if
  they are hungry or in need of rations. If this is the case,
  it will offer them to kill it(!). “I am long past my prime, I
  had offspring, my time will come soon as I grow to old to fend
  off the predators. Your weapons kill quicker than their teeth,
  I know that. I will rather feed you then, and the others may
  feed off what you do not take. We would never kill our own,
  but may eat our own ...”
  Floatgrazers are a bizarre and stable mutation. At a
  distance, they look like like a strange floating balloon,
  but on a closer inspection they turn out to be grubs the
  size  of  a  human  hand  with  a  bulbous,  gas  filled
  membrane on the back,  the size of a medicine ball. The
  creature floats between one and three feet high in the 
  air and uproots grass, twigs and leafs with two thin, 4
  ´long tentacles at the sides. All the plant matter one
  uproots ends in its busy, mandible-lined mouth, and
  that is about all it does. 
  If one does not cling to a solid object (to “graze” from)
  it drifts in the wind and waits till it ends up near
  something edible to cling to. The membrane is filled
  with a gas that the creature produces by digestion,
  and it may vent it out of three different openings to
  propel itself away from a danger (but loses altitude
  when it does). If the membrane is ruptured, the foul
  gas forces every other creature within 30´ to pass a
  Saving Throw vs. Poison: those who pass it are merely
  stunned for a round, those who don´t will be stunned
  for 2d6 rounds as their eyes begin to water and they
  begin to wretch. As Floatgrazers make only for a very
  meager (and unpleasant) meal, they are only attacked
  by predators that are inexperienced or very hungry. 
  Termite Hills can be found all over the area, some as
  large as two men standing side by side: the termite
  population did explode briefly after the apocalypse,
  and as it declined again the hills remained: insect
  ruins that give testimony of the past glory of an insect
  civilization (d10):
  1-3:
  Still populated by a termite colony
  4:
  Damaged by a large beast, and under repair
  5-6:
  Dead, but largely intact
  7-9:
  Damaged by a large beast, and now dead
  0:
  Damaged, dead and now home to a Giant
  Centipede [p. 66]
  Ashcoat Deer are small post-apocalyptic deer with a
  mottled coat the color of ash gray, light brown and
  sand  yellow.  These  creatures  are  encountered  in
  groups of 2d6 and count as HD 1 Herd animals [p.75].
  Coyotes in  this  area  are  small  and  often  scrawny
  (between  8  lbs.  and  10  lbs).  They  usually  feed  on
  rodents, small mammals and the young, wounded, old
  or sick of larger herd creatures. And of course, they
  hunt goats. Larger predators often cull their numbers,
  as do the #Savage Mutants (who perceive them as a
  threat  to  their  life  stock).  1D6  of  them  will  be
  encountered, and they will give the characters a wide
  berth.
  
  08# Hideous Boar (i) [p.63]
  There is only one hideous boar in the local area, and the
  #Savage Mutants believe that it is a god-like avatar of
  struggle and destruction, a constant reminder of the
  mad ways of the ancestors: to kill it means to call forth
  the Great Disaster again. Thereby, they try to sooth and
  pacify it by sacrificing a goat to it if it prowls near the
  homestead of a clan. Of course, the beast learned by
  now that there is always easy food to be found near the
  humans. It has 45 hit points, and as soon as it drops to
  20 or lower a Moral check is rolled for it. If it does not
  flee, it will go berserk. In that state, it will no longer use
  its acid attack  but  its other  attacks will all  do  one
  additional die of damage. 
  09# Old Ruins
  Most of the remains of civilization are gone in this area,
  but the PC may still stumble upon an odd ruin here and
  there (d6):
  1
  Water tower
  2
  Remains of a farm
  3-5
  Old mine
  6
  Car wreck
  A water tower has a 20% chance of containing gathered
  rainwater. Such towers are frequented by other local
  dwellers, and there is a 10% chance that the characters
  will have an additional encounter there (d6):
  1-2
  #Savage Mutants
  3
  #Pigmen
  4-5
  #Vomit Flies
  6
  #Spidergoats
  The remains of a farm are usually not more than the
  crumbling foundation walls, but those who Search them
  may find some of the following items (roll 6d6. The
  numbers that come up are NOT found, and the PC may
  search the area up to three times. There is ALWAYS
  scrap iron):
  1
  Old box with 2d6 candles
  2
  Hammer and 5d6 steel nails
  3
  Shovel
  4
  Padlock with key
  5
  1d4 rations of canned food
  6
  2d6 meters of nylon rope
  7*
  2d6 lbs. of scrap iron (1 sp each)
  An old mine may still hold some useful items (roll
  6d6. The numbers that come up are NOT found, and
  the PC may search the area up to three times), but
  have a 20% of being the lair of creature:
  Creature(d8):
  1-2
  #Dire Wolves
  3-5
  #Giant Ant Nest Entrance
  6
  #Slunks
  7-8
  #Spidergoats
  Possible Loot:
  1
  2d6 filtermasks
  2
  Rockdrill (20 lbs; 1d6 x100 gp)
  3
  1d8 spray cans with lubricant (oil)
  4
  Old compressor (40 lbs; 1d4 x100 gp)
  5
  Diesel generator (120 lbs; 500+ gp)
  6
  2d8 construction worker helmets
  7*
  1d4 shovels
  A car wreck will either be a jeep or pick-up truck,
  often found with a broken axle, flat tires and/or half-
  buried in a landslide. Checking the vehicle may or may
  not produce some useful finds (roll 3d6 once. The
  numbers  that  come  up  are  NOT  found  inside  the
  wreck. Any 6 means that NOTHING is found).
  1
  Pistol (without ammo)
  2
  Car-jack
  3
  2d6+1 meter of synthetic rope
  4
  Radioactive battery
  5
  Large tarpaulin (4x3 meters) 
  10# Pigmen (i) [p.88]
  From  a  victim  they  had  captured  and  tortured  to
  death, the pigmen have learned about this area and
  that there would be ruins and humans to raid and
  plunder. So, they gathered supplies, weapons and a
  war party of close to 30 pigmen before they entered
  the Rockyhill Badlands. That was three weeks ago.
  Their  numbers  dwindled  to  18  by  now,  they  are
  running out of supplies  and ammo. Worse, the uneasy
  truth that Oscow (40 hit points), the current leader of
  the  war  party,  was  able  to  establish  between  the
  different  pigmen  groups  will  not  hold  for  long
  anymore.
  The first encounter with the pigmen will be with a
  small hunting party of them: 1d3+1 pigmen, one of 
  
  them armed with an automatic rifle (1d12 dmg) /w 9
  shots left, half of them armed with short bows (1d6
  dmg) and 12 arrows each, all of them armed with mace-
  like hand weapons (1d6 dmg). They have water skins,
  but no other supplies and are underfed (24 hit points
  each). After the GM checks who surprises whom, the
  pigmen will attack unless they were surprised. 
  The second encounter will either be another hunting
  party  [see  above,  but  with  two  pigmen  armed  with
  carbine rifles (1d10; 3d6+1 shots of ammo each) instead
  of  an  automatic  rifle]  or  the  characters  will  have
  stumbled over the camp (fifty-fifty chance).
  The  third  encounter  with  pigmen  will  lead  the
  character to their encampment, and to the aftermath of
  a brutal scene: in a dug out earth bowl, six large and
  worn  military  tents  have  been  erected  around  a
  fireplace. A number of pigmen (12 minus the number
  the characters already took out) are scattered between
  the tents, and crotch over corpses of other pigmen in
  groups of two or three: they eat their comrades raw,
  with weapons next to them and wary of one another.
  Oscow´s  truth  finally  broke  and  after  another
  unsuccessful hunt the pigmen turned upon one another
  inside of the camp. Those who survived this moment of
  carnage  now  eat  the  fallen,  to  end  their  hunger.
  Violence may erupt again. If the characters attack, the
  pigmen will unite against the outside threat. If half of
  their number is dead and a Moral check is failed, the
  surviving pigmen will just run for their lives. If the
  pigmen beat at least half of the PC and outnumber
  them, a moral check is in order as well. If it is failed,
  infighting starts anew and the characters may take this
  as a chance to flee or to turn the tide of battle. 
  Oscow (40 hit points) wears a ballistic vest (AC:5) and is
  armed with a gauss machine pistol (2d6 dmg; 19 shots
  left). The remaining pigmen are underfed (determine
  hit points with a d6 instead of a d8); two of them are
  armed with sub machineguns (1d10; 3d6+2 shots each),
  one with a shotgun (3d6; 2d6+2 shots left). All are armed
  with mace-like hand weapons (1d6).
  The loot inside the camp consists of water supplies,
  tents, bed rolls, mess kits, maps, empty canned rations
  and the like. Among the more useful finds are:
  One laser rifle /with an empty power clip
  One set of studded leather armor (looted)
  One 3 feet long missile (10 lbs, 4d6 damage if it
  explodes)
  One satchel charge type “A”
  One boron solution spray  (1 application left)
  1d6 rolls of ion bonding tape
  2 survival kits
  2 autograpnels
  2d6 cigarette lighters
  3d20 salt pills (in 2d4 bottles)
  2d6 cured furs of local animals (2d6 gp each)
  2d6 ropes (each 2d6+1 meter in length)
  ...and  a  disquieting  amount  of  knives,  bladed
  instruments , hooks and needles. 
  11# “The Great One”(i) [p. 89]
  “The Great One”, as #the Savage Mutants call him, is a
  gigantic beast, even for a Porcine Devourer: it is more
  than 30´ long (HD: 9; 70 hit points) and the scourge of
  the region. It usually keeps away from the  #Charger
  Herd,  but  even  those  it  will  attack  when  hungry
  enough,  as  it  is  Immune  to  Radiation and  thereby
  unharmed by their energy blasts.  The Deathbirds (see
  encounter #01) are a nuisance to it as it cannot reach
  them and they have learned to use their Death Sphere
  to drive “the Great One” away from a half-eaten kill in
  order to take their share. 
  The Great One will always attack the PC upon, unless
  they  have  “Surprise”  on  it  and  use  this  to  hide
  themselves.  A  Reaction  Roll will  determine  if  it  is
  willing to give chase for more than 1d4 rounds when
  they flee (Indifferent or better means it will not). The
  Reaction Rolls of any  #Savage Mutants encountered
  will gain a +5 bonus when the characters have a proof
  that they killed “the Great One”.
  
  12# Sabre-Toothed Tiger (i)  [p. 66]
  There is only one Sabre-Toothed Tiger in the area, a
  powerful  but  lean  (40  hit  points)  and  experienced
  hunter with all the cunning of a cat. It has developed
  Thermal Vision due to further mutations as well as a
  Dural Cerebellum with the ability to generate a  Force
  Screen [p.29]. Due to its experience, the Sabertooth gets
  a +2 bonus to  surprise the PC and they suffer a (-1)
  penalty to  surprise it. If it gains  Surprise, it will try to
  follow the character till one of them has been heavily
  wounded or till night fall. It will then either attack the
  wounded character or a lone guard at night. Once it
  killed one of them, it will retreat and wait for the PC to
  leave the dead body alone. It will only use its  Force
  Screen when it backs off or when it has to attack while
  being under fire by the PC. 
  If the characters encounter #Dire Wolves while being
  shadowed  by  the  Sabre-Tooth,  the  dire  wolves  will
  attack the Sabre-Tooth instead (if at all): the canine and
  this cat already have a history of skirmishes in this
  area, and as they compete for the same prey the wolves
  see the tiger as the greater evil. 
  13# Savage Mutants
  The Rockyhill Badlands are home to half a dozen family
  clans of savage mutants, the descendants of families
  who survived the first month after the apocalypse in
  their own fallout shelters and later managed to eke out
  a living on the surface. Each of the clans lives in the
  now-expanded  shelter  of  their  ancestors  and  has
  erected simple structures above (e.g. a watch tower, an
  enclosure  for  the  meager  life  stock,  a  garden  for
  vegetables, etc.). They are territorial and fierce when
  they protect what is theirs, are neither murderous nor
  warlike.  There  is  even  trade  between  the  different
  clans,  often  during  autumn,  and  they  regularly
  exchange daughters among another. They all know how
  to  use  modern  firearms  (but  not  lasers  and  similar
  advanced weapons), but have next to no ammo. They
  rely on more primitive means for survival unless the
  circumstances are dire indeed. All of them keep away
  from the  #Smalltown Ruins, as they believe that this
  place is cursed and means death to all that enter it.
  The PC are likely to encounter a well-armed hunting
  party  of  one  clan  or  the  other:  the  #pigmen had
  launched numerous attacks on the mutants in the past
  two weeks, and the increasing presence of #giant ants
  seriously bother the hardy mutants. All encounters call
  for a  Reaction Roll, further encounters depend on how
  the  last  encounter  ended.  The  chance  to  encounter
  members of the same clan as before is 6 out of 8. 
  Encounter type (d12):
  1-4
  Hunting party, on the prowl
  5
  Hunting party, successful
  6-7
  Scouting party
  8-9
  War party
  10-11
  Trade offer
  12
  Home of a clan
  A hunting party on the prowl  consists of two or
  three Lvl 1  mutants (d6: 1-4 = two / 5-6 = three). Each
  has 12 hit points, is armed with a knife and a spear or
  a short bow (1d6) with 16 arrows. They all wear skins
  and  furs  (AC:  8).  There  is  a  50%  chance  that  the
  hunters already lie in wait and will thereby not be
  surprised by the characters. When a hunting party of a
  clan goes missing, they will send out a scout party, and
  the next “hunting party” encounter will thereby be a
  scout party instead.
  A successful hunting party is the same as above, but
  will have a fire burning while they dress a kill and
  prepare the flesh for transport. Due to the smoke of
  the  fire,  the  hunting  party  cannot  surprise  the
  characters. Their kill is (d10):
  1
  a dire wolf
  2
  1d3 slunk/s
  3
  a spidergoat
  4-5
  a wild pony
  6-7
  a wild goat
  8-10
  an ashcoat deer
  A scouting party consists of two mutants of level 2 or
  3 (d6: 1-4 = two / 5-6 = three), one of them will have an
  Increased Sense [p. 24] (50% for increased sight, 50% for
  increased hearing). They expect trouble and are weary
  (all  Reaction  results  of  Friendly  will  be  treated  as
  Indifferent instead). If it is the first encounter of the
  clan with the characters, there is a 80% chance that
  the scouts will try to follow them. They wear skins and
  furs  (AC:8),  are  armed  with  short  bows  (1d6;  12
  arrows) and hatches (1d6), and there is a 15% chance
  that one of them has an automatic pistol (1d10) with
  three shots. Each has 18 hit points. 
  A war party is only send out by a clan if a serious
  thread needs to be dealt with. This might be a group of
  pigmen, giant ants or (depending on their behavior)
  even the PC. In fact, if a hunting party our scout party
  reports  the  PC  back  as  a  serious  threat,  the  next
  encounter with the same clan will be a war party. 
  
  War parties consist of 4+1d6 mutants. Most of them will
  be level 2, every fourth one will be of level three. At
  least one of them will be armed with a shotgun (3d6)
  and 2d6+2 shots of ammo, another one with a pistol
  (1d10) and 1d6+2 shots of ammo. The rest will be armed
  with short bows (1d6; 12 arrows) and hatchets (1d6).
  1D4 of them will wield axes (1d8), and 2d3 of them will
  be clad in leather armor (AC:7) while the rest wears
  skins and furs (AC:8). Each of them has 18 hit points. 
  A trade offer is always brought to another group by a
  team of two, both of them level 2 mutants (same as
  scouting party). If the characters have had encounters
  with this clan before and the encounter went well, the
  trade  offer  might  very  well  be  meant  for  them!
  Otherwise, the group is on their way to a nearby clan to
  barter for medicine. If the characters can make a good
  offer, they may strike a deal. The mutants brought the
  followings  things  along  (roll  three  times  on  the
  following table /d12 ):
  1
  a 16-year old mutant girl
  2
  a goat
  3
  a bundle with 50 arrows
  4
  2d4 shotgun shells
  5
  1d4 pounds of garlic
  6
  1d4+1 bottles of moonshine
  7
  a set of leather armor
  8
  2d4 bullets for a pistol
  9
  a mechanical wrist watch
  10
  a binocular
  11
  two life chicken in a wooden cage
  12
  2d6+4 pounds of goat wool. 
  The home of a clan will always be guarded by 4+1d6
  mutants of level 2 [see scouting party; but one of them
  will  be  armed  with  a  shotgun(3d6)  or  hunting  rifle
  (1d12) with 3d6+2 shots]. All Random Reaction rolls will
  have a 2-point penalty if the PC are still strangers to
  them: a Neutral reactions means that the characters are
  send  away  “or  else”,  Indifferent  means  that  the
  characters are send away unless they make a trade
  offer.  A  Friendly  reaction  is  treated  as  indifferent,
  unless the characters have a proof that they have killed
  “the Great One” (in which case Neutral and Indifferent
  are  treated  as  Friendly,  and  Unfriendly  or  worse  is
  treated  as  Neutral  instead).  Each  clan  consists  of
  20+2d12 members, a third of whom will be children and
  only a third will be armed and able to put up a fight.
  The clan is willing to barter for ammo, energy sources
  and medicine, and is in turn willing to offer a place to
  rest, rations (but no more than 3d6), informations about
  the area as well as directions, and 1d3 gizmos [p.109]
  that the clan has no use for (as they don´t know what it
  is or do not have the energy source for it). 
  14# Shrieker Bushes
  “Shrieker Bush” is the name of the local mutants for a
  Screecher Bush [p. 93], but it is the same type of plant.
  Different predators make use of this bushes to locate
  prey,  and  there  is  a  4  out  of  6  chance  that  the
  characters will have one of the following encounters a
  turn after they ran into a Shrieker Bush (d6):
  1
  1d4+1 dire wolves
  2
  1d3+1 #pigmen
  3
  #Sabre-Toothed Tiger
  4
  #Savage Mutants hunting party
  5
  1d4+1 spidergoats
  6
  1d4 xeno cattle
  15# Skinner Tree [p. 95]
  There are not many skinner trees in the area, and they
  are  only  encountered  one  at  a  time.  The  #Savage
  Mutants already keep away from trees they are not
  familiar with. The  #Pigmen learned this lesson only
  recently, and some of the other animals simply aren´t
  smart enough (d10):
  1-3
  no victim dangling from the tree
  4
  a skinned coyote
  5
  a skinned ashcoat deer
  6
  a skinned goat
  7
  a skinned spider goat
  8-9
  a skinned pigmen (gear at the foot of the tree)
  0
  a skinned vulture
  From afar, it may look like a hunter hung up a kill in
  the tree, or that somebody left a grisly warning to the
  pigmen. On closer inspection... one is already to close
  to the tree!
  16# Slunks [p.96]
  Slunks are both predator and prey in this area, their
  actual  role  depending  on  the   number  they  are
  encountered in. Said number is determined by rolling
  1d6, but every even number is doubled [2 becomes 4, 4
  becomes eight, 6 becomes 12]. When the group counts
  six or more, only half of the slunks are seen, and those
  try to provoke the characters into chasing them. After
  1d3+1  rounds,  the  PC  will  run  into  an  ambush
  (Surprise!) by the rest of the group. 
  
  17# Smalltown Ruins
  There is little left of this former smalltown besides  a
  few  heaps  of  rubble,  enclosed  by  the  remains  of
  foundation walls. Bushes and grass grow freely, and
  wouldn´t it be for the cracked and shattered remains of
  streets and sidewalks, one could walk through this place
  without noting what it once was. After a turn, every
  character will note that it is far to quiet in here...
  While the surface has been picked clean by looters a
  long time ago, the rubble heaps still hide some treasure:
  back than, nobody cared to dig out the cellar entrances,
  and so there are still some goods to be collected. The
  time to dig into a buried cellar is equal to three hours,
  divided  through  the  number  of  characters  actually
  digging. If a GM wants to take the Strength Bonus into
  account, the bonus is added (or subtract) as a “tenth
  digit” (a character with STB +2 counts as 1,2 instead of
  1,0.). Possible loot is listed below (20 Cellar Examples),
  those are the product of the following table (if the GM
  wants to roll up some more). 
  Loot in the cellar (d12):
  1-4
  Nothing
  5-7
  1d12 canned foods
  8
  1d6 bottles of strong synthihol
  9
  (1x) Drugs, Chemicals... Table [p.109]
  10-11
  (1x) Power Sources Table [p.108]
  Treat pultonium clip as radioactive battery.
  12
  (1x) Gizmos
  Staying  in  the  smalltown  ruins  is  not  safe:  a  well
  frequented  #Giant  Ant  Nest  Entry is  nearby,  all
  encounters will be #Giant Ant Patrols. Those who look
  around the ruins will find the remains of a camp (a
  ragged tent for  four persons, pots and mess kits, a
  carbine with 1d8 shots left, a sword, a broken spear,
  shovels and picks) next to a partially dug-out cellar
  entry.
  20 Cellar Loot Examples (choose or roll):
  01#
  1x medi-spray I (10 appl.) and 8x powercells 
  02#
  9x canned food and 5x synthihol
  03#
  6 xcanned food and 6x superregen
  04#
  21x canned foods
  05#
  Advanced Breathing Apparatus and 
  Medi-
  pray (10 appl.)
  06#
  Nothing of value!
  07#
  2x canned food
  08#
  1x power pack and 1x radioactive 
  battery
  09#
  4x canned food and 5x synthihol
  10#
  1x power beltpack
  11#
  1x geiger counter
  12#
  12x canned food
  13#
  1x radioactive battery
  14#
  10x gas mask filters and 6x canned food
  15#
  Nothing of value!
  16#
  6x canned foods
  17#
  1x radioactive battery and power 
  18#
  1x power beltpack and 8x canned foods
  19#
  2x Minifucsion cell and 5 canned food
  20#
  Nothing of value!
  18# Spidergoats [p.98]
  Spidergoats  are  numerous  in  this  area  (1d8  per
  encounter). They belong to a mutated strain that is
  smaller than the regular species (HD:3 and hit points
  are determined with a d6 instead of a dd8), with the
  lower  third  of  their  body  really  akin  to  a  spider
  (including the last pair of hind legs) while the rest of
  the body is that of the “regular” spidergoat (aside
  from large compound eyes). They procreate as spiders
  do. As the last batch of eggs largely staid unmolested,
  there is a current surge in their numbers. Due to their
  lag of genetic diversity (and stability) they suffer a (-2)
  penalty to all Saving Throws vs.  Poison and Radiation.
  These goats are next to mind- and fearless (Moral: 10)
  19# Stuck Food-Vendor Robo-Truck (I)
  There  is  one  (1)  stuck,  automated,  robotic  food-
  vendor-truck  in  the  area.  It  belonged  to  “Deli-2-
  Home”,  a  franchise  whose  concept  was  to  send
  automated shop-trucks out into regions with too low a
  population  to  sustain  a  conventional,  stationary
  business.  Shop-truck  Belmond-24890 suffered  badly
  from the apocalypse (tires are flat, rear axle is broken,
  communication system and coolant is gone), but the
  battery is still up and running, and parts of the semi-
  AI still know the job. It is on stand-by and waits for a
  service robot that will never arrive, but this will not
  stop it from opening its doors to interested customers.
  To  the  now  non-communicating,  weathered  robo-
  vehicle (the size of a school bus, with the driver area
  occupied by a solid block of electronics while the rear
  is akin to a small shopping aisle lined by glass-covered
  shelves) any human (that means: “pure” or without an
  aberrant form) that moves near the entrance door is
  such a prospective buyer, and so the old folding doors
  will open with a creak (and stay that way). Back in the
  days, a customer would have walked through the small
  aisle, stated the desired good and “Belmond” would 
  
  have provided it through a hatch after the payment
  would have proceeded (via virtual cash transfer). Now,
  the glass that covers the “goods” is stained by brownish
  dust and webbing while most of the food is spoiled
  beyond  recognition.  The  only  exception  to  this  are
  bottles of fine wine and champagne (20+1d12 of them,
  non of them fit for consumption anymore) and 3d8 deli-
  class  canned  foods  spread  throughout  the  aisle,  all
  behind glass. Breaking the glass will lead to two things: 
  (1): the mutated fungus that has spread behind the glass
  (the brownish growth and “powder”) will react with a
  small spore explosion: everybody within the robo-truck
  must pass a Saving Throw vs. Poison (-1) per round or
  will lose a hit point (PC that do not need to breath are
  immune). 
  (2): Belmond´s anti-theft/vandalism protocol activates
  and closes the door till police arrives (the door would
  open in case of a fire or another emergency, but the
  corresponding sensors are malfunctioning). It takes a
  Force Doors test to pry them open. The test is (-4) at first,
  but as the door gives more and more, it gets one step
  easier per failed attempt, each takes one round.
  20# The Needletower (I)
  This building of the ancients can be seen from far away,
  as it rises 25 meters high: a slender tower, shaped like a
  needle, with a disc-shaped platform surrounding it five
  meters away from its top. 
  The  #circling  acippitoid use  this  ruin  (a  former
  communication relay station) as an outpost: at the disc
  on top the PC may find 2d6+5 large waterskins (half of
  them empty) and an improvised fireplace (made from
  an alloy satellite dish). The ground around the tower is
  covered by many large, whitish stains (the feces of the
  birdmen). Aside from flying, the only way to reach the
  platform is the narrow staircase inside of the needle
  tower, but both fire doors (the one at the ground and
  the one near the platform) are rusted shut [Force Doors
  (-3)], so that the acippitoid feel pretty safe up there. The
  actual  tip  of  the  tower  holds  specialized  electronic
  equipment that weighs about 40 lbs in total and would
  be worth 1d6 x100 GP per lbs. to the right buyer, but it
  takes a successful Technology Roll (base chance: 10%) to
  notice the value (and finding a buyer might be even
  more bothersome). 
  There are always 1d3 birdmen at the tower (but no
  more than three, see #circling acippitoid), unless the
  characters  have  “neutralized”  them  in  a  previous
  encounter.
  21# Vomit Flies [p. 101]
  Over the last two years, the vomit fly population has
  grown constantly in this area. Due to their ability of
  flight, thy do not have to fear any other predators but
  the Deathbirds. They are only kept in check by the
  mutated spidergoats (whom they keep in check as
  well). Every encounter will be with 2d8 vomit flies
  (instead of 2d6). 
  22# Warthog
  The warthogs in this area are HD 3(+2) creatures that
  deal 1d12 damage if they are able to charge at the first
  round (which they are if they did not suffered damage
  in the first before) and 1d6 on every successful attack
  in  subsequent  rounds  (gorging  tusks).  They  are
  solitary  but  aggressive  creatures:  a  Reaction  Roll
  result of Neutral is treated as unfriendly (will attack
  50%  of  the  time),  and  unfriendly  is  treated  as
  “hostile”. 
  In  addition,  there  is  a  10%  chance  that  the
  encountered warthog is having its young with it. In
  that case the reaction will always be Hostile. Warthogs
  have Moral 7 (10 for those with young). 
  23# Waterhole
  The grass in the area is higher and looks more healthy,
  and the characters will note the slight increase in
  gnats and other insects even before they see the large
  body of water in the otherwise acrid area. Waterholes
  are frequented by both prey and predators, and the
  chance for an additional encounter here is 4 out of 6.
  The exact nature of the encounter is determined with
  a  d12  (see  below),  and  if  the  creature  type  is  a
  predator,  the  beast/s  will  already  lie  in  wait  (no
  chance for the PC to Surprise the monster).
  1
  #Charger Herd
  2
  #Dire Wolves
  3-6
  #Harmless Animals
  7
  #Pigmen
  8
  #Skinner Tree
  9
  #Slunks
  10
  #Spider Goats
  11
  #Vomit Fly
  12
  #Xeno Cattle
  
  24# Weird Mineral Mutant
  The characters come across a field of very odd rock
  formations, 2d12 in number, that range in size from a
  sitting duck to a standing horse. They look a bit like
  irregular, shard-shaped columns, and their surface is
  dotted with spike-like crystals the color of coffee and
  amber. Characters that have a closer look will notice a
  bitter sweet smell. The crystals break easily and may be
  ground into powder (or licked), and taste salty as well
  as bitter sweet. 
  This is a new, unique mineral mutant life form. It has
  roughly the same qualities as salt (and the characters
  may harvest about 1d12 lbs from each rock formation),
  but those who consume it for more than two days must
  pass a Saving Throw vs. Poison. On a failure, it begins to
  spread in the veins and the character loses one point of
  CON and needs to repeat the Saving Throw every day. If
  three tests in a row are successful, the character is
  cured and will regain CON with a rate of 1 point per
  week. If the character fails three tests in a row or if CON
  drops to three, the character dies of from calcification
  of the inner organs. The feces of an infected character
  will seed new mineral mutants.
  25# Xeno Cattle [p.103]
  The dreaded xeno cattles used to be the scourge of the
  region,  only  hunted  and  decimated  by  the  #Savage
  Mutants, the #Hideos Boar and of course, #the Great One.
  Now, with the arrival of the #Giant Ants, their numbers
  slowly begin to dwindle. A xeno cattle is able to bring
  down a Giant Ant on its own, but the insects have
  superior numbers, use group tactics while on the hunt
  and seem to focus on the slow and zeisty xeno cattles as
  a food source. Characters will only encounter 1d4 xeno
  cattles, instead of 1d6. 
  Adventure Idea: Forgotten Ruins
  In  a  post-apocalyptic  settlement  at  the  edge  of  the
  Rockyhill Badlands the characters hear about rumors of
  ruins that shall be located in the midst of it. Water
  merchants  and  other  traders  that  braved  the  slight
  radioactivity of the area to trade with the local mutant
  clans confirm that the mutants mentioned such a ruin,
  but called it “taboo”. Spitfire Jack, a long-legged, orange
  eyed mutant whose spittle is highly irritating to other
  peoples  skin,  is  willing  to  hire  the  characters  as
  additional caravan guards, as “half of my regular crew 
  chickened out as they heard about an increase in giant
  ants in that area. “I still have four guards with guns, but I
  would not mind a few more. Are you interested? It is three
  days till we reach the Knox Clan, and three days back, and I
  pay 10gp a day. What do you say?” 
  His remaining guards are the Dingo Brothers:  Level 2
  pure humans, armed with sport rifles and 3d6 shots
  each, as well as studded leather armor and machetes
  (swords). Joswell, the oldest, is cruel, a gambler and a
  cheater. Naycob, the youngest, is smart, lecherous and
  a false little viper. Those in the middle,  Hicks and
  Hokey, are dumb, hardy and bicker among another.
  As  long  as  the  characters  accompany  Spitfire  Jack
  (who always seals a deal with a handshake and spittle)
  and his large robo-elephant pulled water cart , all
  encounters are determined with a d20+5 instead of
  d100 during the day (normal rules for encounters) and
  2d20 during the night (re-roll “Old ruins”). 
  Spitfire Jacks visits the Knox Clan every two to three
  month and is accepted by them. On the second day of
  the  journey,  the  caravan  will  encounter  #Savage
  Mutants from  the  rivaling  Scotter  Clan. Jacks  says
  those are no problem, as their eldest is not interested
  in spilling blood if it does not have to be. What Jack
  does not know is that the old patriarch died five weeks
  ago, and now one of his sons leads the clan (Reaction
  Roll ). 
  At the home of the Knox Clan, the characters may
  acquire the general location of “the forbidden ruins”,
  but will need to search for it (the Knox Clan simply
  stays  away  from  the area  since  a  generation  ago).
  From that point on, it is  “random table as usual”, but
  till the middle of the second day of the journey, all
  results of #Smalltown Ruins should be re-rolled. At the
  beginning of forth day, the characters WILL encounter
  the #Smalltown Ruins. 
  Danger! Radioactive Area!
  It is suggested that the GM asks for a Saving Throws
  vs. Radiation every two days while the characters are
  in the Rockyhill Badlands. On a failure, a character
  loses 1d4 hit points due the mild overall radioactivity
  of the area. Those critters and mutants living there
  have a developed immunity against it and/or know
  which spots to avoid). 
  
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SOURCE: textdata/thevault/Mutant Future/Mutant Future Adventures and Settings/The Rockyhill Badlands 25 Weird Irradiated Encounters (MuFut).pdf