TEXT: A Cross-Genre Adventure 
  Pitting Magic Against Machinery!
  By Jeff “Bighara” Sparks • Design by Joel Sparks
  ©2011 Faster Monkey Games™
  fastermonkeygames.com
  FM202MF
  
  FRANKO’S MAP 
  TEN FEET
  
  Introduction
  Realm of  the Technomancer can be run in a post-apocalyptic 
  game like Mutant Future or in a fantasy game like Labyrinth 
  Lord. This document is meant for fantasy play with PCs of 1st 
  to 3rd level. The appendices apply to either system.
  Unadorned page numbers like (p3) refer to pages in 
  this module. LL refers to the Labyrinth Lord book, while MF 
  refers to Mutant Future, both available as free downloads from 
  GoblinoidGames.com. 
  Background for the 
  Labyrinth Lord
  The party arrives at Havenmount, an ancient, dwarf-
  built, underground stronghold now inhabited by a peaceable 
  gnome clan. Recently, the lower passages were overrun with 
  strange humanoids wielding unknown magics. The gnomes 
  sealed off the tunnels to prevent further attacks, but those 
  caves house ancient dwarf-built machines that perform vital 
  tasks to insure Havenmount’s survival. The gnomes have no 
  idea where the creatures came from or what they want, so 
  they wish to hire the heroes to deal with the threat.
  The creatures are morlocks, but they are not from this 
  world. The shaman Zobru’s foolish tinkering caused an inter-
  dimensional accident. The result was that an entire section of 
  the morlock caves was shunted from their post-apocalyptic 
  world of Mutant Future into a parallel dimension of swords 
  and sorcery: the world of Labyrinth Lord!
  Now Zobru, under pressure from his chief Goob to 
  undo the accidental crossover, meddles with a dangerous 
  hybird of magic and technology: Technomancy.
  Scaling the Adventure
  If the LL feels the adventure is too difficult (or easy) for 
  the party he may consider some or all of the following:
  Remove the ape from Area 9 or add a second 
   
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  morlock guard.
  Change the damage from tampering with the 
   
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  marker in Area 2.
  Remove the skull guardian from Goob’s hut.
   
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  Remove the special power from Goob’s sword.
   
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  Background for Players
  Long ago, the dwarfs built Havenmount as a place of 
  safety. The engineers and miners spent decades constructing 
  it. It was a marvel of the age, representing the peak of 
  dwarven skill. The tunnels and chambers were flawlessly 
  carved out of the mountain and wondrous devices were 
  fashioned to harness the power of the hot springs deep below 
  the surface. Today, a prosperous gnome community occupies 
  the complex. After centuries of use, the machines still run 
  smoothly and almost maintenance-free, providing power to 
  the complex’s large tools, pumping water out of chambers 
  that would normally be flooded, and pumping potable water 
  for drinking and washing throughout Havenmount. 
  Over the last few weeks, the gnomes have experienced a 
  series of glitches in the systems; things like interruptions in 
  water pressure and drops in the power that runs some of the 
  tools. The gnomes decided to send a team of engineers down 
  to the machine rooms to investigate. These “engineers” had 
  very little direct knowledge of how the ancient dwarves made 
  these devices, acting more as custodians.
  When the team descended to the sub-level, they were 
  shocked at what they found: not only had the entire layout 
  of the sub-level changed, but many of the finished corridors 
  were now mud-filled tunnels inhabited by vicious humanoids, 
  some with bizarre magic weapons.
  The creatures attacked and the engineers retreated, but 
  not without injury. One of their number, a gnome called 
  Wado, was killed and left behind. The gnomes sealed the 
  entry to the level behind them and the elders sent out word 
  that they wished to hire mercenaries.
  Havenmount
  The town that most people see is on a large, level hilltop 
  inside a wooden palisade. The fence is six feet high, in good 
  repair, and has a single gate. Within huddle several simple 
  homes and shops, mostly gnome-sized. Garden plots are 
  scattered around the open areas.  Characters can find most 
  normal goods and services in Havenmount. Traders come 
  here to buy foodstuffs and sell their wares. Most of the 
  townsfolk are gnomes, but members of other races often 
  pass through. There is a squat stone building in the center 
  of town. Guards are always on duty in front of its single 
  steel door. If strangers ask about the structure, the residents 
  explain it is for storing food and goods securely. 
  ReAlM oF tHe
  teCHnoMAnCeR
  
  2
  In reality, the building is the entrance to the underground 
  complex, referred to among the locals simply as “Below.” 
  Residents try to maintain the façade that the surface town 
  is all there is to Havenmount, to avoid attracting attention 
  toward the subterranean complex. The gnomes work hard 
  at keeping their redoubt a secret, knowing that many would 
  seek to wrest it from them. It is a measure of their concern 
  for the machines that maintain Havenmount that they allow 
  the characters to even glimpse the levels below. 
  Havenmount itself—the surface settlement or the 
  underground complex—is not the focus of the adventure. 
  LLs might wish to let the party spend some time talking to 
  locals or trading for supplies, but the adventure proper takes 
  place once the characters enter the lower levels. 
  Getting the Job
  Shortly after the characters arrive in Havenmount, a 
  gnome named Franko and two guards approach them. Franko 
  is one of the engineers. He offers to hire the PCs to help 
  the community deal with “invaders.” He stresses that the job 
  requires discretion, as the residents must reveal some of their 
  secrets in order for the party to be able to do the job. If the 
  PCs accept, Franko leads them to the bunker. Along the way, 
  he tells them about the recent events (see Player Background). 
  Franko will offer each character 500 gold pieces to explore 
  the tunnels and eliminate any threat to Havenmount and 
  the machines. If the party can discover how or why the sub-
  level was transformed, there may be a bonus. He also gives 
  the party a floor plan of what the area looked like before 
  (Franko’s Map). 
  Inside the bunker, an elevator platform descends over 
  100' into the hill. The complex is a wonder of ancient 
  dwarven engineering and skill. The halls are perfectly squared 
  and finished. Workshops containing large tools powered by 
  unseen devices are used to craft goods. Water is pumped 
  to rooms for cooking and washing. Stoves and forges are 
  heated without visible fuel. The air itself is kept fresh and at 
  a comfortable temperature.
  technomantic Mishaps
  Once within the affected part of the tunnels, the PCs 
  may be using magic in the presence of technological items. 
  Together, these make an unstable situation. See Appendix: 
  Technomancy for rules on possible mishaps.
  Area 1: Entering the Sub-Level
  As soon as the party is ready to start the job, Franko 
  and the guards lead them down several levels, deep into 
  Havenmount. They descend a spiral staircase into a square 
  room with a heavy steel door that has been triple-barred shut. 
  Franko lifts the bars one by one and pulls the door open. A 
  corridor much like the ones above leads straight back, but the 
  air here is hot and humid, unlike the rest of the complex. 
  Franko says that not far past this hall is where things get 
  “weird.” He explains that the door will be re-barred, but a 
  watch will be kept. When the party is ready to return, they 
  should strike the door with a three-long, three-short pattern 
  and someone will let them back out. With that, the door is 
  shut on them with a clang.
  Wandering encounters 
  1 in 6 chance every 2 turns
  d6 
  Encounter  
   
  1–2 
  1d4 Morlocks (one raft)
  3 
  1d6 Mudbugs 
  4 
  2d4 Giant Centipedes 
  5 
  1 Albino Ape (from Area 5)
  6 
  Mud Geyser (see below)
  Mudbugs: No. Enc.: 1d6 (1d12); Move: 60' (20'), 
  Swim 60' (20'), Climb 30' (10'); AC: 2; HD: 2 (11 
  hp); Attacks: 2 Pincers (1d4/1d4); Save: F1; Morale: 
  7; HC: None; XP: 20. See New Monsters for more 
  information.
  Mud Geysers only occur in the Mud Lake 
  surrounding Areas 5, 6, and 7, including on the 
  bridges. If a 6 is rolled elsewhere, use the Mudbugs 
  result. In a mud geyser, fountains of scalding hot 
  mud blast up out of the lake 1d6–1 x 5' from the 
  characters in a random direction. Anything caught 
  directly in the blast takes 1d10+5 damage from the 
  heat. Rafts are automatically upended and fire-based 
  light sources like torches are extinguished. Anyone 
  within 10' of a geyser when it erupts takes 1d10 
  damage from the hot spray but can make a save 
  vs. breath attacks for half damage. The eruption 
  automatically surprises and lasts one round. The mud 
  around where a geyser has just erupted is scalding 
  hot for one turn afterwards, causing 1d6 damage per 
  round to anyone in it.
  
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  Area 2: the Fan
  The hallway opens at a ledge on the side of  a cylindrical 
  room. Clouds of  steam fill the hot air. There is a central stone 
  column running up out of  sight and down to the bottom of  the 
  chamber where huge fan blades turn slowly, spanning the entire 
  shaft. A pool of  steaming mud bubbles below the fan.
  Several round stones set into the column give off  a faint glow, 
  lessening the darkness. Higher up, pipes and ducts extend out 
  from the column. An iron catwalk extends out from the ledge 
  into the middle of  the room, connecting with a balcony-like 
  ledge circumscribing the massive cylinder. Another catwalk 
  can be seen extending away from the column through the misty 
  vapors. A steady, unnatural drone fills the room.
  The chamber is a total of 60' high from mud to ceiling. 
  The catwalks are three feet wide, twenty feet above the fan, 
  and perfectly stable. They have no handrails, however. A 
  character who falls has a 1 in 6 chance of striking a fan blade 
  instead of the mud. A successful saving throw vs. petrify 
  allows the character to hang onto the blade. The mud is five 
  feet below the fan, over twenty feet deep, and scalding hot. 
  Characters take 1d6 heat damage for every round they are in 
  the mud and sink in two rounds. A character cannot normally 
  free himself without assistance; see “In the Mud,” p5. 
  Each blade is three feet wide and strong enough to take 
  the weight of one man-sized creature without affecting its 
  motion. The fan makes a complete revolution each round. 
  Any additional weight will bend the blade and cause the 
  device to grind to a halt. This has no immediate effect on the 
  PCs (though a falling character now only has a 1 in 10 chance 
  to land on a blade), but it will cause disruptions in power and 
  air circulation in the complex above. If the gnomes are given 
  the chance to work down here, they can repair the damage 
  with four hours’ labor. 
  The ducts and pipes coming from the central pillar 
  start fifteen feet over the catwalks and protrude in several 
  directions and heights. One of the albino apes (LL63) kept 
  by the morlocks as guard animals has escaped and is currently 
  in this room cavorting among the ductwork. It is tame, but 
  will attack any non-morlock it sees unless commanded not 
  to by its masters. The creature’s white coat makes it difficult 
  to spot in the steam, allowing it to surprise 50% of the time. 
  The ape’s great agility allows it to move at full speed through 
  the chamber, jumping and swinging between the pipes, the 
  catwalk, and the fan or climbing the pillar and walls. 
  Albino Ape: Move: 120' (40'); AC: 6; HD: 4 (25 hp); 
  Attacks: 2 (claw/claw); Damage: 1d4/1d4; Save: F2; 
  Morale: 7; XP: 135. Apes can climb walls of caves 
  and swing along ropes, etc., at full movement rate. 
  The apes can throw things with great accuracy to a 
  range of 10'/30'/50': either rocks (1d6 damage) or 
  feces: no damage, but target must save vs. poison or 
  become incapacitated with nausea for 1d6 rounds.
  Even the slightest inspection of the control panel and 
  the pillar reveals numerous symbols scrawled across its 
  surface. The language is unknown, but it looks as though it 
  was written in blood.
  There is a bronze panel set into the column with several 
  dwarven runes engraved on square tiles set into the stone. 
  A character who can read Dwarf can take three hours to 
  make an Intelligence roll at a –2 penalty in order to learn the 
  basic functions of the device. It is a generator and circulation 
  engine, powered by geothermal heat from the boiling mud 
  and channeled by several enchantments. The square tiles 
  are buttons. Pressed in the correct sequences, they allow the 
  operator to speed up, slow, or even shut down the giant magic 
  fan completely. Doing so affects the air flow to occupied 
  chambers above and likely upsets the characters’ employers.
  
  4
  The panel has been partially 
  pried loose on one side. Behind 
  it is the rotting, severed head of 
  a gnome (Wado). It has been 
  wrapped in wire and crudely 
  grafted to the pipework and 
  the back of the panel. Wado’s 
  filmy eyes roll in their sockets 
  and the mouth repeats nonsense 
  syllables in a harsh whisper. The 
  head is a Technomantic Marker set in 
  place for Zobru’s upcoming ritual. Zobru 
  has extended the areas he wishes to be affected by the ritual 
  with these markers, which act like relay points for the magical 
  and technological energy. A marker can take several forms, 
  but all of them incorporate at least some elements of both 
  technology and magic as well as something from a living, or 
  once-living, creature. (See Appendix: Technomancy for more 
  information.)
  Tampering with the writings, levers, or the head results in 
  a loud bang and flash of light, followed by a Technomantic 
  Mishap (see New Rules). If the LL chooses not to use the 
  optional mishap rules, then the explosion causes 2d6 damage 
  to all within a 10' radius (save vs. breath weapon halves 
  damage).
  Area 3: Mud Tunnels
  The squared, finished corridor ends abruptly. Beyond, the 
  hallway changes to a rough-hewn tunnel, sloping down. At 
  the boundary between the two, a simian skull hangs from 
  the ceiling. Tiny lights wink inside its eye sockets and sparks 
  crackle along the bony surface in the humid air.
  The skull is another Technomantic Marker. Disturbing it 
  in any way causes the skull to scream (alerting the morlocks 
  patrol below) and triggers a Technomantic Mishap. The 
  tunnel is the beginning of where the passages no longer 
  match Franko’s map. The slope is about 45º and covered in a 
  thin coating of slimy mud. Successfully searching at the top 
  of the slope reveals short metal spikes driven into one wall at 
  regular intervals (every three feet), going down the hill. The 
  morlocks use these as handholds. They send one morlock 
  up with a rope, which he secures to the top spike. The rest 
  climb up and then they untie the rope. When descending, 
  the last morlock unties the rope and goes down using the 
  handholds.
  Anyone stepping onto the slope must roll a DEX check 
  or slip and fall, slithering down the decline. The tunnel 
  descends forty feet before leveling off, where the mud 
  abruptly deepens to three feet. Anyone sliding down lands 
  softly enough to avoid damage, but he and everything he is 
  carrying is coated in mud. It will also take the character 1d3 
  successful STR or DEX checks (player’s choice, one check 
  per round) to extricate himself and stand back up. In the 
  meantime, he is prone and unable to move beyond thrashing 
  about. He loses any DEX bonus to AC and foes gain a +2 
  bonus to hit until he stands up. 
  To further complicate matters, there is a morlock (ll88) 
  patrol currently disembarking here from their Mushroom 
  Cap Raft. They are looking for the runaway ape (see Area 2). 
  There is one morlock per character. Each carries one spear, 
  two axes, and a random grenade. One of them is also armed 
  with a Mud Gun. See New Items, p10.
  Morlocks: Move: 120' (40'); AC: 8; HD: 1 (8 hp); 
  Attacks: 1 (by weapon); Save: F1; Morale: 9; XP: 13. 
  Spear (1d6, 20'/40'/60'), two axes (1d6, 10'/20'/30')
  Mud Gun: 2d6 damage, 50'/100'/150'
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  Grenade: 10'/30'/50', 1 in 6 to be dud; attack 
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  roll of 1 sets off in user’s hand. Two types:
  Bam-Can: 5d6 damage in 20' radius, save vs. 
   
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  wands for half
  Gas Can: Choking gas in 30' radius gives +1 
  !
  AC and –2 to hit cumulative per round of 
  exposure
  If anyone slipped down the tunnel, their arrival has a 
  normal chance of surprising the morlocks. Make a reaction 
  roll for the patrol. It is possible the morlocks may simply wish 
  to capture the intruders rather than fight—not to say they 
  might not kill the characters later for food.
  In a fight, the morlocks gain a +1 to morale due to the 
  difficulty of retreating. Some morlocks will engage any prone 
  characters while at least one of their number goes to look up 
  the tunnel for any other intruders. 
  The morlocks cannot communicate normally with the 
  PCs since they share no common language. Even if the 
  characters have encountered morlocks before, these are from 
  an alternate reality. Characters with appropriate spells or 
  magic items can try to communicate or read thoughts.  It is 
  up to the LL how much information the PCs can glean.
  
  5
  What any morlock besides Goob or Zobru knows (d6):
  The “new tunnels” only recently intruded on their 
  1. 
  domain.
  They call their realm the “Mire Loch,” meaning 
  2. 
  “Mud Lake.” They take the name of their people 
  from this domain.
  Zobru the shaman is fascinated with the magical 
  3. 
  devices in the new tunnels.
  Goob, the chief, is angry with Zobru about 
  4. 
  something.
  The intruders are cowardly, but have strange 
  5. 
  weapons.
  Goob says soon everything will be put right.
  6. 
  In the Mud
  Beyond the landing, the mud averages about four feet 
  deep. In the tunnels, it is warm but not scalding. Characters 
  who fall in can get their feet under them and stand with a 
  successful STR check, but will sink deep enough to touch the 
  bottom within two rounds. Characters under 4' tall—or who 
  fail to get upright—will start to drown in 1d6 rounds. Even if 
  standing, a character can’t walk, makes any attacks at –3, and 
  loses any DEX bonus to AC. 
  A character with something to grab onto, and someplace 
  to climb, such as a raft or shore within reach, can make one 
  STR check per round. Three successful checks gets him free 
  of the mud. Other characters who are not stuck may assist 
  by making STR checks as well, pulling the trapped character 
  free. Climbing onto an unstable platform like a raft requires 
  anyone currently in the raft to brace himself or make a DEX 
  check to avoid falling out of the raft.
  Area 4: Fungal Grove
  Patches of  fungus glow on the chamber walls, providing dim 
  light. There is a stretch of  ground along one side of  the cavern 
  that rises above the mud level. Huge mushrooms grow there 
  with other fungi. 
  The morlocks come here to gather fungi for food or 
  other various needs. The large mushroom caps are used as 
  rafts, and Zobru uses several of the molds in chemical and 
  biological experiments. Currently, there is a raft beached on 
  the strand. Two morlocks are in the chamber. They came to 
  run an errand for the shaman (see below) but are presently 
  being attacked by seven giant centipedes (LL68), which had 
  been feeding on some lichen before they were disturbed. The 
  chilopods are enraged and will attack anything that moves. 
  They can climb the walls and ceiling, and are light enough to 
  run across the surface of the mud. 
  Giant Centipedes (7): Move: 60' (20'); AC: 9; HD: 
  1d4 hp (2 hp); Attacks: 1 (bite); Damage: Poison; 
  Save: F0; Morale: 7; HC: None; XP: 6
  The morlocks are equipped normally (see Area 3), but 
  have no Mud Gun. They also carry curved knives for cutting 
  fungus (treat as daggers). The pair has just finished setting a 
  Technomantic Marker in the chamber for Zobru. It is hidden 
  among the fungi. The marker consists of a rusty bucket 
  (paint can) wrapped in lighted wire (similar to the skull in 
  Area 3). The jar is uncovered and nearly full of a clear, sticky 
  liquid. Suspended in the fluid is a heart (Wado’s). Some kind 
  of battery pack has somehow been grafted onto the organ 
  and is making it beat sluggishly, causing the liquid to slosh 
  in the jar slightly. Moving the jar causes no problems, but if 
  the contents are disturbed, or the wires loosened, the bucket 
  splits, pouring goo everywhere (harmless) and the heart 
  will shrivel as if had been cast in a fire. This also triggers a 
  Technomantic Mishap. 
  
  6
  Mud Lake
  This enormous cavern is filled several yards deep with silt 
  and sediment. Hot springs flow into the “lake” from below. 
  This turns the entire cavern into a steaming mud puddle. The 
  mud is 1d10+10' deep in the chamber, with a narrow shelf 
  near the shoreline (Area 8). Clouds of steam hang over the 
  surface of the mud lake, stinking of rotten eggs. Mud geysers 
  periodically erupt, blowing scalding mud into the air. The 
  walls and ceiling are coated in a layer of mud as well.  The 
  steamy fog reduces visibility to 50% normal, not including 
  the darkness. The noise from the bubbling and hissing mud 
  reduces listening checks by 1 as well.
  The morlocks live mainly on the shore (Area 8), but they 
  also use the small islands in the lake, which are connected to 
  the shore via rope bridges mounted on thick poles sunk into 
  the mud. The bridges are about ten feet over the mud, with 
  support posts every thirty feet or so.
  A character can traverse these bridges at normal walking 
  speed as long as at least one hand is used to steady himself. 
  Running or fighting on the bridges requires a DEX check or 
  the action is aborted in an effort to steady oneself. The albino 
  apes move at full (running) speed, swinging along the bridge 
  lines, without making any DEX checks. They sometimes 
  clamber along the cavern and tunnels walls, escaping to other 
  areas of the caves.
  Generally, the temperature of the mud is not hot enough 
  to do damage, but the hot water vents move erratically 
  through the thick mud, causing geysers in random locations. 
  In the Mud Lake, there is a 25% chance the mud is scalding 
  hot in any given location, dealing 1d6 damage per round to 
  anyone in it. Infravision can see these hot spots, if not spoiled 
  by light sources.
  Area 5: Ape Island
  Bits of  detritus are piled up on this islet. A rope bridge 
  extends from one side of  the rock into the mist.
  The tribe’s pack of albino apes nest here (four adults 
  total, including the one from Area 2). There are two young 
  apes (2 HD each) with at least one adult here at all times. The 
  rest of the pack is in various parts of the caves. The apes will 
  attack any non-morlock they see, closing to melee if possible, 
  throwing rocks or feces if not. They howl and shriek at the 
  intruders.
  Area 6: Zobru’s Hut
  This island is no more than a domed lump of  rock sticking 
  out of  the mud. There is a rope bridge leading off  across the 
  lake into the steam. A ramshackle hut sits on the peak of  
  the rock. 
  The shaman lives alone on this isle. The other morlocks 
  seldom traverse the bridge to Zobru’s. Zobru is not normally 
  at home these days, but found working in Area 9. 
  In a small pen behind 
  the hut, two carnivorous
  beetles (LL65) fight over a 
  dead mudbug. Each beetle 
  is over three feet long with 
  foot-long, hooked mandibles. 
  If attacked, the beetles break 
  out of the pen in one round. 
  Zobru left a third beetle inside 
  the hut as a guard. One of its 
  hind legs is tied to the central 
  post with a six-foot lead. 
  Carnivorous Beetle: Move: 150' (50'); AC: 3; HD: 
  3+1 (15 hp); Attacks: 1 bite; Damage: 2d6; Save: F1; 
  Morale: 9; XP: 65.
  Inside, the hut is extremely crowded. The guard beetle 
  takes up most of the space. There is a cot, a small brazier with 
  a few smoldering coals, and a worktable with various herbs, 
  bits of bone, and other shamanic materials scattered about 
  its surface, as well as several technological odds and ends: 
  copper wires coated in something waxy, shiny metal buttons 
  and tiny cylinders (empty power cells), clockwork bits, and a 
  small lodestone. Among the clutter is a set of simple tools of 
  unusual workmanshop: simple pliers, small chisels, a hammer, 
  and so on. The copper wires might sell for 1d6 gp; the tool 
  set, 3d6 gp.
  There is a clay jar full of bluish white powder on the 
  table, containing 2d4 refills of heating compound for mud 
  guns. There are also five grenades on a shelf: three Bam Cans 
  and two Gas Cans (see New Items). There is nothing else of 
  value in the hut.
  
  7
  Area 7: Central Isle
  This island seems to be the hub for the rope bridges, with three 
  extending out in different directions. There are a few huts and 
  a couple of  rafts pulled up onto the rocks.
  There are normally 1d4+1 morlocks moving around on 
  the island or walking along the rope bridges to and from here. 
  There is a 25% chance that 1d2 morlocks are resting in a 
  given hut. 
  One pair of morlocks stands at the northeast shore 
  engaged in an strange-looking activity. There are several live 
  mudbugs trapped in a pen nearby. Next to that are several 
  dead, cooked ones on a shield-sized platter made from a dried 
  mushroom cap. The morlocks take a live mudbug and place 
  it in a basket, then secure the lid. The basket is secured to a 
  rope and thrown out into the mud near a pole that is sticking 
  out of the surface. The other end of the rope is staked to 
  the ground near the morlocks’ feet. A few moments later, a 
  geyser erupts next to the pole, throwing the basket into the 
  air. The morlocks then pull the basket in to shore, taking the 
  now mud-boiled crustacean out and placing it on the platter.
  A six-foot pole with a cross-piece stands more or less at 
  the center of the island. A small cage is lashed to it. Inside is 
  a live mudbug with several wires inserted into it through its 
  shell. The other ends of the wires connect to a string of small 
  flashlight bulbs which flicker as the mudbug’s legs twitch 
  feebly (another Technomantic Marker). Disturbing it in any 
  way causes the mudbug to die instantly and the light bulbs to 
  shatter. It also triggers a Technomantic Mishap.
  Area 8: Mud Beach
  The mud stops at a rocky strand near the chamber’s edge. A 
  rope bridge extends out over the lake. There are several crude 
  huts here, one of  them much larger than the rest. There is a 
  large fire pit smoldering among the cluster of  huts and a cave-
  like opening is visible in the cavern wall.
  Most of the morlocks live in this area. The rope bridge 
  leads to Area 7. There are normally 1d8 mushroom cap 
  rafts pulled up along the shoreline near the huts. There are 
  typically 2d6 morlocks going about their business in this area, 
  with a few near the fire pit at any given time. Half the number 
  encountered here will be females or young. The females are 
  normally unarmed and will not fight unless the young are 
  threatened. 
  Area 8a: Goob’s Hut
  One hut, larger than the rest, stands apart from the others.
  The large hut belongs to Goob, the chieftain. Unless 
  summoned for some reason, he is in Area 9 with Zobru. 
  When he is in residence, he is attended by four large 
  bodyguards and three female servants/concubines. When he 
  is away, one of the guards remains to keep watch. Unless 
  they alert the guard to their approach, the characters find him 
  being “entertained” by one of the females. As a result, he 
  is unarmed and unarmored. His weapons are close to hand, 
  though. 
   Inside, the floors are covered in strange pelts with mud tracked 
  all over them. The room is dimly lit by a rune-covered skull 
  whose eye sockets and mouth glow weirdly as it hangs at the 
  end of  a cord by its teeth. 
  The skull is a magical skull guardian. If anyone enters 
  when Goob is absent, they must speak the password (in 
  Morlock) within one round or it attacks by releasing the cord 
  from its teeth and spinning in mid-air, its eyes flashing with 
  multicolored lights as it screams. Anyone seeing the lights must 
  save vs. spell or become confused (LL28) for 1d10 rounds. The 
  skull will follow up this attack by flying at targets and biting 
  them. Treat the skull as a Level 2 item for Technomantic 
  Mishaps (see New Rules).
  Skull Guardian: Move: Fly 90' (30'); AC: 3; HD: 
  1+1 (6 hp); Attacks: 2; confusion (1/day) or 1 Bite (1d3 
  damage); Save: F1; Morale: 12; XP: 21.
  Bodyguard: Move: 120' (40'); AC: 9 (7 if wearing his 
  leather armor); HD: 2 (16 hp); Attacks: 1 (weapon); 
  Damage: weapon; Save: L6; Morale: 11; XP: 29.
  Spear (1d6, 20'/40'/60') 
  w
  Two axes (1d6, 10'/20'/30')
  w
  Two Bam Can grenades
  w
  
  8
  If the skull activates, the guard will grab his weapons and 
  attack, hurling an axe at the nearest character then closing 
  to melee with his spear. He also knows where Goob keeps 
  four grenades (two of each type) in a shallow hole under the 
  sleeping furs. It would take him two rounds to recover these. 
  There is a hidden pocket sewn into one of the hanging 
  pelts behind the bedding. Inside are five large, uncut white 
  diamonds worth 100 gp each. Cut and polished, they’d be 
  worth 500 gp each. 
  Area 8b: Tunnel
  The cave entrance leads to a wide, dry tunnel that goes 
  back into the rock. It ends several yards back where it turns 
  a corner and changes into a well-finished corridor, like the 
  normal Havenmount construction. At the end of the hall, a 
  morlock warrior and a tame albino ape stand guard in front 
  of a polished metal door.
  Area 9: Machine Room
  Noise fills the room as things hum, hiss, and spin. Huge 
  machines crowd the chamber and are connected with pipes and 
  cables. The room is lit by magical light, but the machines cast 
  many shadows. 
  Every square inch you can see of  the machines is covered in 
  strange symbols. Even parts of  the floor have been marked 
  with intersecting geometric designs. Some of  the symbols look 
  to have been drawn with chalk, others with what may be blood. 
  Fetishes, bones, and bits of  wire are strung here and there and 
  hang from ducts overhead.
  This room houses the devices that not only help maintain 
  Havenmount’s gnome workers in comfort, but also keep the 
  upper caves from being flooded out with water or filled with 
  sulfurous fumes.
  Zobru has been working in here for days, designing a ritual 
  that will let him combine the power of the machines’ magic 
  with his technological skills and—theoretically—transport 
  the morlocks and their realm back to their world. He is ready 
  to begin and will start the ritual in a few moments, once he is 
  done arguing with the chieftain, Goob, who is also here with 
  three of his bodyguards and one warrior per PC. If attacked, 
  the morlocks’ primary goal is to keep the room secure and 
  Zobru’s preparations intact. Goob orders one bodyguard to 
  protect the shaman; one protects him; and the third attacks. 
  The morlocks hesitate to use explosives in the room, due 
  to the close quarters and the shaman’s preparations. They will 
  use grenades if pressed, though.
  Zobru will start the ritual immediately. He has already 
  performed some preliminaries to begin to trap the energy. 
  The ritual will take Zobru five uninterrupted rounds to 
  complete.
  Goob, Morlock Chieftain: Move: 120' (40'); AC: 5; 
  HD: 6 (44 hp); Attacks: 1 (vibro-sword); Damage: 
  1d8+16; Save: F6; Morale: 12; XP: 570.
  Goob wears chain armor. He also carries a Gas Can 
  grenade and an axe at his belt (1d6, 10'/20'/30'). The 
  vibro-sword has 1d20+10 minutes of charge left.
  Zobru, Morlock Shaman: Move: 120' (40'); AC: 6; 
  HD: 6 (32 hp); Attacks: 1 (club); Damage: 1d4; Save: 
  C6; Morale: 11; XP: 820.
  Zobru carries a Revolver (1d10, 150'/300'/600') and 
  6 extra bullets in a pouch. He also carries a Bam Can 
  grenade and wears a Bracer of  Vampiric Shielding (see 
  New Items).
  Bodyguards (3): Move: 120' (40'); AC: 7 (leather 
  armor); HD: 2 (16 hp); Attacks: 1 (by weapon); Save: 
  F2; Morale: 11; XP: 29.
  Spear (1d6, 20'/40'/60')*
  w
  Two axes (1d6, 10'/20'/30')
  w
  Two grenades: one Bam-Can, one Gas Can
  w
  *Instead of a spear, one bodyguard carries a Mud 
  Gun: 1d6 impact + 1d6 heat, 50'/100'/150'.
  Morlock Warriors (1 per character): Move: 120' 
  (40'); AC: 8; HD: 1 (8 hp); Attacks: 1 (weapon); 
  Damage: weapon; Save: F1; Morale: 9; XP: 13.
  Spear (1d6, 20'/40'/60') and two axes (1d6, 
  w
  10'/20'/30')
  One grenade of a random type.
  w
  
  9
  Aftermath
  The Ritual
  Zobru’s ritual has a base 70% chance of working 
  properly. For every Technomantic Marker that has been 
  compromised, the chance of success goes down by 5%. For 
  every Technomantic Mishap that occurs during the ritual, the 
  chance of success goes down 10%.
  Technomantic Markers list
  Wado’s head, Area 2, p4
  1. 
  Ape skull, Area 3, p4
  2. 
  Heart jar, Area 4, p5
  3. 
  Caged mudbug, Area 7, p7
  4. 
  If Zobru is injured during the ritual, he must make a save 
  vs. death or lose concentration, causing a Failure.
  Success
  If the ritual succeeds, the morlocks and their caverns 
  disappear in a massive shift. The PCs remain, or appear, in 
  the normal tunnels of Havenmount, which again resemble 
  Franko’s map. Signs of the morlocks’ presence remain, such 
  as mud stains, Zobru’s sigils and ritual materials, and various 
  heads. The great dwarven machines, drained of magic by the 
  ritual, black out the entire complex. The machines resume 
  operating at 50% capacity after 1d6 hours. Eventually the 
  gnomes can get them back up to 80–90% capacity.
  The gnomes of Havenmount aren’t thrilled about the 
  reduced circumstances, but will pay the characters their 
  promised fee.
  Failure
  If the ritual is interrupted, it automatically fails. This 
  causes a major technomantic catastrophe. The LL can choose 
  a result from the possibilities below or make up an outcome 
  that best fits the campaign.
  Sample Technomantic Catastrophes
  The machines are destroyed, making Havenmount 
  w
  no more than a series of semi-flooded caves and 
  largely uninhabitable. The residents blame the 
  party and may seek revenge.
  Magical and electrical energies run haywire, 
  w
  dealing 3d6 damage to everyone in the area. 
  The morlocks are all killed, but rise as 
  w
  zombies
  (ll103) in 1d4 days and attack the upper levels.
  More strange creatures or races arrive from other 
  w
  worlds (from the Mutant Future world of the 
  morlocks, or maybe somewhere else entirely!).
  The caverns are transported back to the 
  w
  morlocks’ post-apocalyptic world, but some of 
  their tunnels still open in the characters’ world of 
  Labyrinth Lord.  It’s only a matter of time before 
  the populations of the two worlds discover one 
  another and begin to travel between the parallel 
  dimensions.
  REALM OF THE TECHNOMANCER  
  ©2011 Faster Monkey Games™  fastermonkeygames.com
  by Jeff Sparks. Design: Joel Sparks. Editing: Shelley Harlan.
  Cover art by Steve Zieser. Albino Ape (p3) by Mark Allen.
  Some artwork from Fantasy Filler Art copyright Rick Hershey, All Rights Reserved. Some artwork copyright Paul Daly, used with permission. Zombie 
  head (Area 2) released by Chris Spooner under a Creative Commons license. MetaLord font by Ray Larabie: www.larabiefonts.com.
  Mutant Future™ is copyright 2008, Daniel Proctor and Ryan Denison. Mutant Future™ and Mutants & Mazes™ are trademarks of Daniel Proctor. 
  These trademarks are used under the Mutant Future™ Trademark License 1.1 available at www.goblinoidgames.com.
  Labyrinth Lord™ is copyright 2007–2009, Daniel Proctor. Labyrinth Lord™ and Advanced Labyrinth Lord™ are trademarks of Daniel Proctor. These 
  trademarks are used under the Labyrinth Lord™ Trademark License 1.1 available at www.goblinoidgames.com.
  See complete licensing information in center section.
  
  10
  10
  new Items
  Bracer of Vampiric Shielding
  Technomantic Item, Complexity Class: 3  
  (see Appendix)
  This armband is made to fit on the left forearm of a 
  human-sized creature. It is constructed of leather, dyed with 
  strange symbols. Bare copper wires are stitched into some of 
  the symbols as well. There is a short (2"), needle-like tube at 
  one end that points away from the wearer’s arm, and a simple 
  lever valve. If the bracer is “fed” with fresh blood, it generates 
  a force field similar to a force screen belt (MF122). The field 
  absorbs 10 points of damage per round, but it requires 1 hp 
  worth of blood every round to keep functioning, even in a 
  round when it absorbs no damage.
  Twisting the valve a half turn clockwise (toward the  
  wrist) activates the device. Once activated, the bracer continues 
  draining blood every round until the wearer takes an action 
  to turn it off. The needle valve can be inserted into another 
  living being; otherwise, it siphons the blood directly from the 
  wearer. MF characters attempting to understand or repair the 
  device are at –10% if unfamiliar with technomancy. 
  Grenades
  The morlocks have fashioned crude versions of grenades 
  that they have found over the years in their home dimension. 
  The shamans have packed old beverage cans with the chemical 
  compounds and inserted simple acid fuses. When the string 
  is pulled out of the can’s top, the acid reacts with the catalyst, 
  igniting the grenade’s contents within 3–4 seconds. Grenades 
  count as Tech Level 2 for Technomantic Mishaps.
  These function much like grenades in Mutant Future 
  (MF118), but less reliable, as the chemical fuses are not 
  stable. There is a 1 in 6 chance that any given grenade is a 
  dud and will never work properly. For grenades that work, 
  an unmodified attack roll of 1 means the grenade detonates 
  immediately in the thrower’s hand.
  Grenade Type 1: “Bam-Can”
  Equivalent to a fragmentation grenade.
  Range: 10'/30'/50' Blast Radius: 20'
  Damage: 5d6 (save vs. wands for half damage)
  Weight: 1 lb.
  Grenade Type 2: “Gas Can” 
  Similar to an irritant grenade.
  Range: 10'/30'/50' Blast Radius: 30'
  Damage: see text.
  Weight: 1 lb.
  Each round anyone breathes the smoke, he incurs a 
  cumulative penalty of +1 AC and –2 to hit, due to choking 
  and gagging. Once clear of the smoke, the effect wears off 
  in three times the number of rounds exposed. The smoke 
  dissipates after 1d3+6 turns in still air or 1d3+1 turns in 
  wind. A gust of  wind spell or similar effect clears the air in 1d6 
  rounds.
  Mud Gun
  The mud gun looks like the bizarre mating of a 
  blunderbuss with an aqua-lung. A metal tank, usually strapped 
  to the wielder’s back, is connected to the two-handed projector 
  gun by a flexible hose. The tank is full of chemically-heated 
  mud put under pressure by a pump mechanism. When the 
  weapon is fired, it hurls a blast of scalding mud at the target. 
  The mud deals 1d6 damage from the impact and 1d6 damage 
  from the heat. The tank holds twenty shots before needing 
  to be refilled. The user fills the tank with ordinary mud and 
  adds special heat-producing chemical powders, which Zobru 
  mixes in his hut (Area 6). The wielder typically carries one 
  refill’s worth of powders. Mud guns are Tech Level 2 for the 
  purpose of Technomantic Mishaps (see New Rules). 
  Mud Gun
  RoF: 1 
  Range: 50'/100'/150'
  Damage: 2d6 (1d6 impact + 1d6 heat)
  Ammo: 20
  Weight: 15 lbs.
  Mushroom Cap Raft
  These vessels are made from the specially dried and 
  treated caps of the enormous mushrooms that grow in the 
  fungal garden (Area 4). They average eight feet in diameter 
  and can hold up to four human-sized passengers. They are 
  propelled across the mud’s surface via poling with a narrow 
  oar blade at the end. They can move at a speed of up to 30' 
  (10') by either pushing off the walls and bottom of the caves, 
  or paddling through the deeper parts of the mud. The rafts 
  are AC 9 and have 6 shp.
  
SOURCE: textdata/thevault/Labyrinth Lord (osr)/Adventures & Settings/LL - FM202MF Realm of the Technomancer.pdf