Category Archives: Barbarians of the Ruined Earth

The Wasteland of the Western Sands for Barbarians of the Ruined Earth

In my Barbarians of the Ruined Earth campaign (will be published soon).  The group has been fighting the Witch Grenzel and her Cabal of Shadows, which has been harassing the village of Route 66 and will soon be headed to either the Ruins of Santa Mo (Ancient Earth Santa Monica) or to Nukatomi Plaza.

 

This area will be in the final book (the map shown here is by the awesome Hex Kit by Cecil Howe, but I will have a fully illustrated map for the final product).

I wanted to keep the descriptions quick and easy and give just enough for the GM to use and build off of and go from there.

The Western Sands

BotRE Map

Map Key

For Encounters roll a 1d6.  On a 1-2 there is something of interest.  Roll 1d6.  If the result is even, it is an encounter (see page XX).  If the result is odd, the group has found an interesting location (see page XX).

Fortress Ruins of Glanora of the Sands

  • Dilapidated, crumbling, and terrifying.
  • Screams and cackling echoes through halls.
  • Fortress holds Stupendous Science device in the lowest basement.

 

Imperceptible Bluffs of the Winged Mutant People

  • Extremely high bluffs with colorful vegetation (some alien in origin).
  • Winged mutants circle the air like vultures, acting as sentries.
  • Large stone statue of Haputra, a Cosmic Being worshipped by the Winged Mutant People, rests atop highest bluff.

 

Nukatomi Plaza, The Last Human Kingdom and the Ruins of Los Angel (Ancient Earth City Los Angeles)

 

Ravaging Dunes of Time

  • Soft silky sand, various colors from golden to black.
  • Sand always blows in opposite direction than the wind.
  • The cult Guardians of Time have a temple hidden beneath the dunes.

 

The Ruins of Santa Mo (Ancient Earth City Santa Monica)

  • Crumbled, smoldering, fetid.
  • Small pockets of scavengers, mutants, raiders, and monsters dot the landscape.
  • Secret lair for Gongfrath, the Sorcerer here. Up-and-coming Sorcerer about to make his epic debut.

 

Sand Drifter Village

  • Single-story brown huts constructed of coarse matieral.
  • Isolated villagers, mistrusting of outsiders.
  • Pig Raiders (pg XX) have been attacking those who venture too far from the village.

 

Shifting and Dancing Oasis

  • Pristine waters, clean, inviting.
  • Water Weird (pg XX) is home here, guarding the waters.
  • The tomb of Sophis the Proud is hidden beneath the sand dunes here.

 

Shopping Mall Fortress of the Witch Grenzel

  • Dilapidated, smells of rot, and magic. Ancient Earth devices found inside.
  • Grenzel and her cult, The Cabal of Shadows, schemes for more power. Cause trouble for Route 66.
  • Alien spaceship crashed into large department store. Aliens are battling Grenzel and her forces.

 

Snakemen Village

  • Mounds with holes leading to extensive underground network of tunnels.
  • Spears, arrows, bones, and shed reptilian skin dot the sand around the village.
  • Human slaves toil tirelessly in the Violet Cactus fields.

 

Technodabbler’s Circuitry Fortress

  • Large circuit boards are the structures. All connected via circuity built into the streets.
  • Bio-engineered humanoids wander the streets. Humans (deemed inferior) are slaves, servants, and fodder.  Outsiders beware.
  • Technodabbler, emaciated, cadaver-like, and cruel, rests on his throne in the Processor Tower.

 

Technothusists’ Energy Farm

  • Patchwork of Ancient Earth technology and stolen Stupendous Science devices cause things to run.
  • Water wheels and wind turbines run constantly to generate energy. Energy sold to Route 66 and Nukatomi Plaza.
  • Technothusists are fringe humans with fascination for Ancient Earth technology, to the extreme.

 

The Village of Route 66

  • Houses made of metal storage crates, village walls made of crushed, stacked cars.
  • Humans work hard in fields. Trade with scavengers from Santa Mo and caravans from Nukatomi Plaza.
  • Troubles with Grenzel the Witch. Powerful Ancient Earth device in a dilapidated hanger not far from town.

 

The Wreckage of the Sorcerer Aluminum Ivan’s Devastation Machine

  • Metal covered in barnacles, rust, and seaweed.
  • Crashing of waves ding and clang against the metal.
  • Many of the internal areas are powered and full of wondrous treasures and deadly monstrosities.

The Last Human Kingdom, the Arcology Nukatomi Plaza- For Barbarians of the Ruined Earth

While writing BotRE, I knew I wanted a single Human kingdom in my game.  This will be included as a point crawl area in the book.  GM’s are feel to ignore Nukatomi Plaza if they want to go with a more Thundarr feel, but I know some groups (mine included) like having at least one urban area to go to, should they want a change of pace from wilderness exploring.

 

The Nukatomi Plaza

Nukatomi Plaza

This massive arcology was constructed in Los Angeles before the world fell and was the headquarters for the Nukatomi Corporation as well as a source of commerce, residence, and government offices and was completed in the year 1987.  The remaining records left on the few Ancient Earth computers that work tell the scribes that much.

 

Now, in the Ruined Earth, the Nukatomi Plaza is the only known kingdom of humanity.  This two hundred story tower stretches high into the skyline of the ruins of Los Angel, its windows gleam in the light of the red-tinted sky.  The plaza is capable of housing over 150,000 people comfortably, but no one really knows the current population.

 

Every ten floors are considered a “block” and are overseen by a gang, elected official, dictator, or some other form of representative.  All convene on the top floor where they report and pay tribute to Lightning Jack, who sits on his high-backed metal throne and amasses power and plots machinations.

 

Nukatomi Plaza is a place of opportunity.  Some blocks are clean with electricity, medical care, and education.  Others are dark, fetid, and dangerous; gang violence, murder, and drugs are the orders of the day.  While there is competition between blocks, that sometimes turns into violence, outright war is illegal and not tolerated by Lightning Jack and punishment is met out by his Sparkers.  Trade is active between most of the blocks, for each has something the other needs or wants, however sometimes the price is just too high, and taking by force is a better option.

 

The first floor of the plaza houses a large bazaar where the different blocks and traveling caravans sell their wares, ply their trades, and seek needed goods in ramshackle tents.  A few food shops, taverns, and a few organizations can be found here as well.  Lightning Jack’s Sparkers have a constant presence here, making sure no one steps out of line, causes too much trouble, or goes against any of Lighting Jack’s decrees.

 

Sorcery is not tolerated in Nukatomi Plaza, and most peaceful Sorcerers tend to avoid this place.  Many of the citizens of Nukatomi have been under the tyranny of a Sorcerer at one point or another.  Those Sorcerers that do enter the plaza are met with distrust, hatred, and outright violence.

 

Immediately outside Nukatomi Plaza are the grand garages, where motor gangs repair their vehicles, and pay a high price for fuel and parts.  Near the garages are several farms, where slaves and indentured servants toil tirelessly to provide food for the plaza.  Many of these people are criminals, exiles, or someone who owes Lightning Jack in some fashion or another.

 

The ruins of Los Angel surround the plaza and are filled with small pockets of settlers, scavengers, bands of raiders, and twisted, dangerous creatures.  Treasure, useful trinkets, and even Stupendous Science devices can be found by a keen eye and dedicated scavenger in the rubble of the Ancient Earth city, not to mention all the grand devices and treasure from the remains of an epic Wizard’s War which occurred in the ruins of Los Angel over a thousand years ago.

 

Creating Blocks

Give each block a theme/feel, create a leader (or group of leaders), and give the block an interesting location/thing, and a problem for the players to discover.

 

Some sample blocks are listed below.

 

 

 

Sample Blocks
Roll 1d8 Result
1 Rumble Block: This block is governed through brute force and resembles a feudal system more than anything else.  People are forced to do dangerous work to eat and survive with little or no compensation.  The block is filthy, has no electricity, and smells of vegetation, fertilizer, and mildew.  Leader: Klicks is angry, vicious, and heavily scarred.  Klicks leads with brutal control and will not tolerate any challenge to their authority.  Hates beastmen and Sorcerers.  A group of enforcers go throughout block to bully and oversee Klicks’ will.  Interesting Thing: The Pit- There is a fighting pit where Klicks forces his people to fight in bloody romps.  Some fights go too far and a participant dies.  Interesting Problem: Recently Klicks mother was poisoned and died.  Klicks already tenuous grasp on reality has been stretched.  He fears assassination plots from within his own block and is gearing to go to war at the slightest provocation from the other blocks.
2 Healer’s Ward: This block has decent medical care and oftentimes gets people from other blocks coming for aid.  The block is decently clean and kept in repair, has electricity, and smells of aromatic cleaning agents.  Leader: Finder has keen and sharp eyes.  Finder has been a scavenger of the Ruined Earth for as long as anyone can remember.  Much of the medical devices/technology and knowledge that are applied on this block are found on during excursions into the ruins of Los Angel.  Finder is shy and quiet, preferring solitude over large gatherings.  Interesting Thing: A bowling ball-sized chunk of the moon is worshipped as a cosmic being.  Many of the people of Healer’s Ward believe the rock speaks to them in their mind and glows when they prey to it.  Interesting Problem: Recently one of the Healer’s Rooms was ransacked for medicinal supplies.  The Healer’s family was knocked unconscious and swears they didn’t see who did it.  The Healer was killed, a scalpel in their head.
3 Zang’s House: Gang violence, drugs, and other illicit trade is the order of the day on this block.  Many of the thugs are good with mechanical parts and tend to venture out into the ruins on Ancient Earth vehicles in search of scrap and parts.  Sparks pop and fly from metal working, engine parts line the hallways, and it smells like oil.  Leader: Zang is a ruthless cutthroat who took over this block years ago and has remained on top ever since.  Zang has a gang of thugs who oversee drug manufacturing on the block and distribute to other blocks and caravans.  Interesting Location: The Smoke Den- this den if ill-repute is a haven for those wishing to escape the harsh reality of the Ruined Earth.  Drugs, digital entertainment, and distractions of the flesh are all to be found in the Smoke Den.  Interesting Problem: One of Zang’s new drugs, called the Purple Eye, has become tainted and instead of putting the user into a lethargic, serene state, it causes them to become irate, violent, and stronger than normal.  Zang wants to know who ruined his drugs and exact revenge.  Unfortunately, Zang is still selling the drug, regardless of its effects.
4 The Growers Block: The block grows food, either by assisting the farms in the ruins below, or through the baskets they have constructed to hang on the outside of the plaza.  They collect water in large basins and store it, willing to trade the needed resource for other goods.  The block is dirty, with heaps of dirt and fertilizer are piled into the halls, has no electricity, and smells of vegetation and fertilizer.  Leader: Red Eye has a cybernetic eye with red lens which was forcibly put in by a Sorcerer when younger.  Red Eye is quiet and terse, but will not abide by bullying or violence against their people.  Interesting Location: The Alien Garden- A large greenhouse was built on this block and the dirt used to fill the pots was alien in origin.  The result is a large, beautiful garden with bizarre alien flowers, trees, and other vegetation.  Some is actually incredibly dangerous, like the Life Leech Plant, which drains the life force of those that get too close.  Interesting Problem: Heathens and thugs from another block (or perhaps several) are harassing the Growers Block, threatening violence if the growers do not relinquish more food to them.
5 Halo Block: The block has several bits of working Ancient Earth tech that they use to make medicine and drugs that are traded throughout the plaza and sent on caravans.  Many of the people of this block are taught to read and write (whether they want to learn or not) so they can help create concoctions that will get the block coins, favors, stature with Lightning Jack, or needed goods.  The block is clean, has computers and is lined with lab benches with people hunched over working.  The block smells clean and sterile and has working electricity.  Leader: The Observer leads this block with cold calculated efficiency.  Time cards, whistles, calculations, rhythms and flow all govern the actions of the citizens of this block to make sure the highest level of output is achieved.  Those who are unable to deliver enough often find themselves exiled out of the plaza or left, hog-tied, in a less desirable block.  Interesting Location: The Chop Shop- The Observer has created a cybernetic shop that will replace people’s organic bits with cold, efficient technology.  No one knows how The Observer obtained this piece of Stupendous Science, but many feel it is a cause of concern.  Interesting Problem: An explosion rips through a large portion of a floor of the block.  Several people are injured and killed.  The Observer is sure that this is the work of a Sorcerer who was after Stupendous Science devices and other supplies that can only be obtained on the block.
6 Park Block: Area has become overgrown by plants and vegetation.  Rumors have it that it was the work of a magical ritual gone wrong.  The citizens here live, because there is no choice, in a balance with the nature of the block.  There is no electricity on this block, and the sounds of birds and small wildlife greets the ears.  Leader: Vin is an agile youth that took up the mantle of leader due to no other alternative after the previous leader was killed by Lightning Jack.  Vin has made many mistakes attempting to lead the Park Block, the growing pains of learning, but the citizens of the block are accepting of these mistakes, desperately hoping Vin can make everyone’s lives a little better.  Interesting Things:  A large tree grows in the block, and no matter how much is trimmed from the tree, it grows back within a couple days.  The inhabitants of this block treat the tree with some reverence and caution, for they have come to depend on the almost never-ending supply of wood, but wonder what the cost of this miracle will be.  Interesting Problem: Whatever sorcery that has created this strange phenomenon to manifest on this block also occasionally allows terrifying monstrosities to appear.  A predatorial hybrid animal (pg XX) stalks the inhabitants, taking prey in the dead of the night.
7 Feral Block: This block is decorated with animal pelts, heads, and other animalistic pieces of art.  The people of this block wear animal skins and pelts and heads.  They believe they can channel the animal’s spirit.  Ferals are usually hired out as protection on excursions into the Ruined Earth.  Leader: Guard Dog believes in the order of the pack and deals with problems and challenges to their authority in a vicious fashion.  Guard Dog cares for the citizens of their block, for they are the pack, and will not tolerate violence against them.  Feral’s are usually at war with at least one other block due to some perceived slight.  Interesting Location: The Celebration Hall- A large area has been created for Ferals to come together to party and gorge themselves on drink and food.  Many Ferals will sleep together here in a large gathering of bodies pressed together, like a pack of wolves.  Interesting Problem: A splinter faction of Ferals has formed and are challenging the ways of the block and the leadership of Guard Dog.  The block is nearing a state of civil war and other blocks are worried the violence will spill into their territory.
8 The Slums: This block is a haven for hoarders, scavengers, and riff raff.  Junk is piled high throughout the halls and rooms.  There is electricity on this block, but it shorts out from time to time.  The block smells stale- of sweat, dirt, and hardship.  The citizens of this block work hard and play hard.  They constantly venture into the ruins of Los Angel (and some even further) to find valuable treasures.  Leader: Tinker Tot is an eccentric and eclectic leader.  Playful and joyous, but able to fly into a storming rage without warning, then back to being playful just as quickly.  Tinker Tot loves fiddling with gizmos and gadgets.  The halls of the Slums are filled with Tinker Tot’s devices- some work, some don’t.  Interesting Location: The Sloppy Noodle Shop- Known as one of the most delicious food joints in many blocks.  The noodle shop is run by an ancient and withered Vek called Ren.  Interesting Problem: One of Tinker Tot’s devices works too well and has caused a rift to open in realty, connecting another dimension to this one.  What sort of beings will come through?  What will happen if someone travels through?

 


Barbarians of the Ruined Earth- Appendix B- Bonds

Beyond the Wall is a nifty game that has a great way to quickly band the players together and give them reasons to keep adventuring together.  I knew I wanted to include an optional rule to do something similar.  I decided to build off a thing I created for the Starrunner Kit to create episodic events between session (or at character creation).

I used this rule in my current Barbarians of the Ruined Earth campaign and it was really fun to see the creative juices of my players and creating quick bonds that they still reference in play.

Thundarr

“Ha ha remember that time when we almost got eaten by those monkey people and you, like, TOTALLY saved me?!

Appendix B- Bonds

A GM may desire that members of the group have a quickly established bond at the start of the game.  This gives them a reason to be traveling together.  After all characters have been created, have each player roll 1d6 and consult the chart below.  Tell each player that they have five minutes to create their story that fits the theme they have just rolled and the event includes the player to their right.  Once the five minutes have elapsed, have each player introduce their character and describe the events of their story.  The other player involved is welcome to embellish the story to involve their character more as well.

 

Events Chart

  1. Tough Times– You’ve had hard luck. Something bad has happened in your past.  Maybe it was your fault, maybe it wasn’t, but either way people got hurt.
  2. Good Times– You’ve had a string of good luck. Something positive has occurred in your life.
  3. Someone Likes Me!– You met someone in your travels that has now become a true friend. How’d this happen?  Who are they?  Where do they live?
  4. Life Can Get Complicated– You somehow got yourself in a pickle. How’d you get out?  Who saved you?
  5. My Enemies Lie Dead at My Feet!– You triumphed over something, be it a person, monster, or other challenge. What was it?  What happened?
  6. Knife in the Back– Someone betrayed another. Was it you?  Were you betrayed?  What happened?  Do you have an enemy seeking revenge?

 

Example: After character creation, the GM has all the players roll 1d6 and consults the Events Chart and tells each of the player’s their result and explains that this event involves the player to their right in some fashion.  After a few minutes have passed the GM asks Diana about her character.  She explains that she is playing a Scavenger (pg XX) and that she rolled a 4, getting the Life is Complicated result.  Diana describes a story of how she had attempted to sneak into a human settlement in an attempt to steal some of their Ancient Earth technology and she was discovered by a Barbarian, (who was John’s character- the player to her right) and that he took pity on her scraggly, emaciated appearance, and invited her in for food.  They have been friends ever since.

 

John then adds a small bit about how the tensions between his character and the village’s sheriff finally spilt over because John refused to turn in Diana’s character, so they decided to leave and adventure together.

 


Strange Weaponized Animals for Barbarians of the Ruined Earth (and Black Hack)

 

I wanted to create strange (and horrific) animal weapons inspired by the sword and sorcery genre and would be right at home in Barbarians of the Ruined Earth.  Oftentimes there are weapons that appear in these types of stories (especially Pirates of Dark Water) that are cool and crazy and are animals/creatures that have been bred to be awesome weapons.  I think having raiders come over a sandy dune fling explosive hedgehogs will really set the mood, don’t you?

Pirates of Dark Water

Strange Weaponized Animals

These animals have been bred to be weapons.  Many of these animals perish when releasing their abilities, others can be used several times.  This is not an exhaustive list.  Feel free to create your own!  Description are below.

 

Strange Weaponized Animals
Animal Cost
Acid Squids $200
Crossbow Slug $200
Explosive Hedgehog $200
Explosive Robin $200
Flaming Lizard $200
Ink Bat $100
Mutated Hamster $250
Pint-sized Spiders $100
Regurgitating Rabbit $200
Sleeping Iguana Gun $400
Sonic Crab Bombs $400
Thorny Crow $200

 

Strange Weaponized Animals Descriptions

Acid Squids: The squid is flung from a sling.  When it strikes a target, the squid releases an acidic secretion that eats through wood and metal.  The acid does 1d8 damage for 10 minutes or it is washed off with oil and flour.  Pirates favor using these on the masts of enemy ships.

 

Crossbow Slug: The slug is strapped to a board with a pressure handle and worn on the forearm of the user.  When the user squeezes the handle the straps tighten around the slug, causing them to release a jet of stinking mucous from its eyes.  The mucous can hit a Nearby target.  The target is stunned for one round from the vial substance and suffers Class damage as the toxic substance seeps into their skin.  The Crossbow Slug has a d6 Usage Die.  Once the Usage Die has been depleted the slug has been dehydrated and is dead.

 

Explosive Hedgehog: These small hedgehogs are flung at a target from a sling.  When they strike, they explode dealing Class damage to the target.  The explosion is powerful enough to destroy thin wooden walls.

 

Explosive Robin: These robins have been trained to fly at a commanded target, land on their shoulder and explode in a red puff of smoke.  Human-sized targets suffer class damage and are knocked prone from the explosion.

 

Flaming Lizard: These tiny red lizards are fired from a slingshot at a target.  As they travel to their target they burst into flame.  A target hit by the lizard suffers 1d6 damage and has a 1-in-6 chance of catching on fire.  An ignited target suffers 1d6 fire damage until the flames are extinguished.

 

Ink Bat: This oily-looking bat flutters haphazardly through the air until it gets near its designated target, where it swells and pops, releasing a cloud of black smoke.  Targets in the cloud cannot see outside the area and begin coughing as the putrid-smelling smoke fills their lungs.  The smoke lasts for 1 minute before dissipating.  A strong wind will cancel the effect almost instantly.

 

Mutated Hamster: Mutants and raiders love using these on unsuspecting targets, either by firing them from slings, slingshots, or running up to a target and slapping it on them.  These hamsters have long corkscrew-like fangs that bite into a target.  The target must succeed a Constitution test (if a player character) or gain one mutation (pg XX).

 

Pint-Sized Spiders: These tiny spiders have been bred to have a hard metallic-like carapace.  They all live in a hive-like state in a leather bag.  A person can grab a handful of them and throw them onto the floor.  The spiders, shocked by what is happening, curl up into a ball, effectively becoming small marbles.  Targets in the area must make a Dexterity check (if a player character) or fall prone in the area.  Movement is reduced to a quarter in the affected area (roughly 10’ radius), so as not to fall.  This has a d6 Usage Die.  Once it has run out, there are no more spiders in the pouch.

 

Regurgitating Rabbit: This tubby rabbit is loaded into a scoop attached to a 4’ long pole and flung at a target.  In the air, the rabbit begins dry heaving, eventually vomiting its innards (and more), which expands into a large fleshy net, which will land on the target, entangling them in a sticky web.  Entangled targets can cut their way out of the net (attacks made with Disadvantage), dealing 5 points of damage to it.

 

Sleeping Iguana Gun: This iguana rests on a stick that is encased in a bottle-shaped glass that is strapped to a gun-like object.  The iguana’s tail is tied to a string that connects to the gun’s trigger.  When the trigger is squeezed, the iguana opens its mouth and belches a small puff of smoke that fills a 5’ radius.  Targets in the area must make a Constitution save (if player characters) or fall unconscious for 1d2 hours.  The Sleeping Iguana Gun has a d4 Usage Die.  After the Usage Die runs out, the iguana’s tail falls off and it will no longer belch its sleeping gas.

 

Sonic Crab Bombs: These crabs are slapped onto structures like vehicles, boats, and structures.  Their legs dig into the material, making them very difficult to dislodge.  Once the desired number of Sonic Crab Bombs have been placed, the user blows on a whistle that causes ultra-high sonic vibrations, causing the crabs to explode violently.  Targets near a crab when it explodes suffers Class damage (rolled with Advantage) plus an additional 2d6.  Pirates and saboteurs love using these weapons to spring an attack.

 

Thorny Crow: These crows have small bony protrusions growing from their flesh.  An attacker will snap the crows neck and throw the carcass into an area.  The dead body swells alarmingly fast and then pops, spraying a Nearby radius with sharp boney needles.  Targets in a 15’ radius suffer class damage (Dexterity check for half damage if a player character).


Traps for Barbarians of the Ruined Earth (and the Black Hack)

Here are a few example traps in Barbarians of the Ruined Earth (BotRE).  The book is nearly done (it WAS done, but I decided it wasn’t and wanted to add more content to it because I enjoy  punishing myself).  I prefer traps that have clues to their existence instead of just “ah ha!  Got you guys!  Now die!”

Barbarians of the Ruined Earth uses the awesome Black Hack rules.

Traps

Traps are devices set up to deter intruders from advancing into a location, warn defenders of hostiles, or guard valuable objects and locations.

Trap 3

Unless expertly crafted, traps always have telltale signs of being present.  Whether it’s the holes lining the wall that will release poison darts, the slightly raised spot on the floor that is a pressure plate to trigger a spike trap, or the off-color section of the floor that will fall away, revealing a pit trap, all are noticeable if the player characters are taking their time and examining their surroundings.  If the group is running blindly down a hall, then they must succeed an Intelligence check to notice the trap.

 

Player characters should be encouraged to come up with clever solutions to disarm a trap, but if tinkering is desired characters can disarm a trap with a successful Intelligence check (those who are not technologically inclined suffer Disadvantage on this roll).

 

Assign traps a HD amount. This will be used to highlight the trap’s complexity (don’t forget to use the Powerful Opponent rules here, pg XX) and determine damage.

 

Sample Traps

Trap 2

Rudimentary Snare Trap

HD: 1

Signs: Piles of leaves or rubbish hide the noose while a thick rope is nestled against a tree or pillar.

Deactivate: Cut cord or throw something onto noose to spring trap.

Effect: Target must succeed a Dexterity check to avoid having the noose tighten around their ankle and become hoisted upside down.

 

Rudimentary Floor Pit

HD: 1

Signs: Part of floor is slightly off-color than the rest. Looking closely will reveals a square seam around floor.

Deactivate: Throw something onto floor to spring trap.

Effect: Target must succeed a Dexterity check to avoid falling down pit.

Damage: 1d6 (+1d6 for each additional 10’ fall).

 

Wall Dart Trap

HD: 2

Signs: Holes dot both sides of the hallway walls. Slightly raised tile on the floor could be pressure plate.

Deactivate: Throw something onto the pressure plate to set off trap.

Effect: Target must succeed a Dexterity check to avoid being hit with a dart. There are 5 pressure plates in hallway.

Damage: 1d8.

 

Poisoned Wall Dart Trap

HD: 4

Signs: Holes dot both sides of the hallway walls. Slightly raised tile on the floor could be pressure plate.

Deactivate: Throw something onto the pressure plate to set off trap.

Effect: Target must succeed a Dexterity check to avoid being hit with a dart. There are 5 pressure plates in hallway. If a target is hit, the must succeed a Constitution test or become sluggish and suffer Disadvantage to Dexterity tests for 1d4 hours.

Damage: 1d12.

 

Magical Whistle Trap

HD: 2

Signs: Faintly glowing violet runes where spell has been cast.

Deactivate: A Sorcerer can dispel the trap or characters can risk setting it off.

Effect: A high pitched whistle goes off, alerting enemies of character’s presence.

 

Magical Disorientating Blast Trap

HD: 6

Signs: Faintly glowing green runes where spell has been cast.

Deactivate: A Sorcerer can dispel the trap or characters can risk setting it off.

Effect: A sonic blast fills a Nearby radius, deafening and disorientating everyone unless they succeed a Constitution test (made with Disadvantage). Target’s that fail their test are stunned and stumble around for 1d3 minutes (roll for random encounters every turn).  While Disorientated, characters suffer Disadvantage to all rolls and cannot do tasks that require concentration (i.e., cast spells, use Miracles, etc.).

 

Magical Buzzing Bee Door Trap

HD: 6

Signs: The door handle vibrates when held.

Deactivate: A Sorcerer can dispel the trap or insecticide can be sprayed into the key hole.

Effect: When fiddling with the lock of the door, a swarm of mutated angry bees spews forth from the key hole.  These bees sting anyone in a Nearby radius.  All targets in the area must make a Constitution save or swell up and suffer additional damage from the bee’s venom each round until each target succeeds three Constitution checks.

Damage: 2d8 initial (1d8 each additional round).

Trap `


The Abhorrent Creature- The Witch/Warlock! An Enemy For Barbarians of the Ruined Earth

I was rewatching Thundarr the Barbarian for more inspiration on Barbarians of the Ruined Earth.

In one episode (first one, I think), an enemy calls Ariel a witch and she shouts back, “I am NOT a witch! I am a Sorceress!”

It got me thinking- why did she sound angry? Why was this an insult? Building on my thoughts that a Sorcerer isn’t a human, but something else, I got to thinking- what if a Witch (or Warlock) is an abnormality that occurs when a Sorcerer is in the womb?  What if a Sorcerer(ess) considers them lesser, disgusting beings?  What kind of jealousy and bitterness would that create on the part of the Witch/Warlock?

I figured it’d be a good enemy to add to BotRE for groups to clash against.

Enjoy!

Warlock/Witch
HD 1-5; Reduction Points 0 (None); Claws or Staff (1d6-1d6+1d8)
Description: Witches and Warlocks are the result of a defect or abnormality that occurs to a Sorcerer fetus in utero. Calling a Sorcerer a Witch or Warlock will quickly earn their ire, as they view these beings as lesser pathetic creatures. Warlocks/Witches are malformed, hideous, and abhorrent. Their ability to use magic is extremely limited, but are adept at casting rituals (pg XX). Warlocks and Witches are devious and cunning, but extremely petty and vicious. They are jealous of Sorcerers and often seek to undermine or overthrow them.
Special: Spells: A Warlock/Witch is not a strong magic user and can only cast first and second level Sorcerer spells (or Power of the Sun level if using alternate casting rules, pg XX). They also can use any of the Death Priest Miracles (pg XX) a number of times equal to their HD.
Rituals: A Warlock/Witch always has one ritual that has been cast and ready to use. A 3 HD Warlock/Witch has two rituals ready to use and a 5 HD Warlock/Witch has three rituals ready to use. Warlocks/Witches are not beholden to the normal rules of one item being linked to a ritual at a time (pg XX).

 

 


Barbarians of the Ruined Earth- Session Two- Trouble in Cosmetics Department

Last session we left off with the group defeating a group of cultists just outside the abandoned Ancient Earth shopping mall, known as the lair of Grentzel the Witch.

Players

Chad– Medical Robot (named Marko Tron), rides a Giant Snailbadger.  Life Event: Has trouble understanding why humans whine so much, has mouthed off about it and been chased out of several villages. Trinket: World War II army helmet.

JohnBarbarian (named Dagor)- rides on a Giant Snailbear. Life Event: Mother was killed by croc-men when he was a child. Now he fights for the underdog!  Trinket: Silver dagger given by his father.

LiamSorcerer (named Fulgur Tenebris) Crazy Sorcerer appearance- grey skin, grey hair, cat eyes, jagged nails, yellow teeth, body changes color with emotion (50 shades of grey), has a metalic staff with spider web etching. Power manifestation black orbs with grey lightning. Life Event: Family was pushed out of village because of your birth.  Trinket: Golden necklace given to denote remarkable birth.  Rides one of the last Ancient Earth elephants (also has grey skin and yellowing tusks). Rules for Spellcasting here.

NateVek (Anthropomorphic dinosaur- raptor- pretty feathers. Named Valeran the Vek).  He thinks humans are savages.  Life Event: Father was a brilliant Vek who understood Stupendous Science. Father was eventually killed by a Sorcerer. Trinket: Headdress of bone, wood, and feathers.  Rides a camel.

FletchUrchin class (wasn’t able to play today).  More on this character later.

OmarDeath Priest (named Morg).  Wears totally Gothic stuff and has bone shoulder plates, a bone mace, and a Trump-like demeanor.  He was once the ruler of a village of humans, but was chased out and exiled.

Strange Meetings

The group decided to enter the  mall through the Cosmetics Department Store (see map below).  They began to sneak around when they heard muffled screams and a weird noise, like a frog caught in a person’s throat.

The crept quietly up around a crumbled display case and saw a human man, suspended upside down in a net.  Standing below him, making the noise were horrific-looking humanoids.  At these creature’s feet were the bodies of some of the cultists.

Furon

One of the beings from the flying ship that crashed into the shopping mall.

The group fired at the creatures, killing one.  The other two turned around and fired at the group with their laser pistols.  After a quick fight, the two were killed and the group looted their bodies, and those of the cultists, and finally cut Omar’s character down.

The group exchanged pleasantries and decided to move on through the mall.

Nate saw a dilapidated fountain in the center of the walkway and decided to prance towards it, excitedly.  He didn’t notice the cultist guard staring right at him, confused as fuck as to what a Vek was doing in his domain.  So he did what any good cultist would do- tried to kill his dinosaur ass and raise the alarm.

Cultist

A robot and and several cultists came out of various Ancient Earth mall stores and began setting up cover.  Two cultists wheeled out a ballista which fired super-heated globs of green acid.  John let out a might barbarian roar and shot his bow at the acid pot, destroying it and killing the two cultists.

The battle was hard and nearly everyone took a bit of damage, and Chad (the Robot) was dropped.  The group revived Chad with a Robot Repair Kit, looted the bodies, and took refuge in a store for an hour to patch their wounds and gather themselves.

Shopping Mall Map

While they rested they heard a chanting coming from the large department store near them to the East.  The chanting grew in volume and intensity for roughly an hour.  Finally a bright flash of neon pink energy filled the hallway and the chanting stopped.

“What was that?” asked John.

“A ritual has been completed.  We are too late.” Said Liam.

The group decided to go into the department store to see what had been done.  When the entered they found a moldy, tattered bed with a young girl tied and gagged to it.  The group cut her free.  She explained that she was the daughter of Lloyd Greaser of Route 66 and she had been kidnapped by the cultists.  The witch Genzel was inside.  She was told Kit that she had taken something from Route 66 (the Ancient Earth weapon) and would use it in some horribly vile ritual.

Me: So what do you guys do?

John: Let’s go inside and fight and kill them all!

Everyone else: We got the kid- let’s get out of here.

The group turned tail and ran from the mall.  They made it back to Route 66 safely and reunited Kit with her father.

The village celebrated their return and thanked them for saving Kit and defeating the evil witch.

Omar: Oh- yeah- we didn’t do that.

Chad 2.0 (NPC Mayor): What do you mean?

Omar: Well we found the kid and didn’t go any further.

Chad 2.0: So the witch still lives?

Omar: Well we don’t know since we never saw her.

The villagers seemed distraught that the group didn’t deal with the problem.  However they were thankful for what the group had done and offered them a place to sleep, food, and drink.

The group did various things in the village, including Chad having an EMP cannon attached to his shoulder, however a corrupting influence of the previous robot invaded Chad’s personality and he permanently lost 1 Wisdom.

Liam met the bartender, Ursula of the Yellow and drank some Mustard Seed Whisky and had some Spicy Slop Noodles.

Omar and John got new gear and Omar agreed to do a burial service in the morning for those that died in the initial attack (session 1) for a car door shield.

The Next Morning

The Highwaymen of Route 66 gathered outside the walls of the village at the graveyard while Omar pulled a ceremony out of his ass and did some chanting.  As the group walked back toward Route 66, the local healer Kylynn of the Earth thanked him for putting the spirits of their loved ones to rest and helping them to the afterlife.

Omar then explained to her that he did nothing of the sort.  He just made sure they wouldn’t rise from the dead.  There is no heaven or hell… there is no afterlife.  Just a ever expansive gray limbo.

As the group neared the gate to Route 66, the ground exploded in front of them.  They heard a roaring in the air and looked up.  Riding on an Ancient Earth Santa’s sleigh that was fitted with rockets was the hideous old hag, Grenzel.  Three robots, flying around her.

Grenzel: “You fools!  You think you can enter my domain and live!  I will burn you all to the ground!”

Witch

Grenzel the Witch!  A piece by the awesome Matthew Adams– not part of BotRE

The group drew their weapons and prepared for battle.

This is where we ended it for the night.  We play again at the end of the month!  Excited to see how this goes.

Aside: I emailed my players the map of the local area I created with the awesome Hex Kit by Cecil Howe.  I have not given them any information on the areas, but the names will be things the group could have heard in passing at Route 66 or hear about in the aftermath of the fight with Grenzel (assuming it isn’t a TPK).  They can then delve for more information about a location and decide where to go.

I will be including this area (not the map) in the BotRE book as a point crawl. BotRE Map