Mutant Year Zero - Zone - Compendium 1- Lair of the Saurians.pdf

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Lair of the Saurians
ZONE COMPENDIUM 1:
PROJECT MANAGER & EDITOR
Tomas Härenstam
Chris Birch
WRITERS
CO-PUBLISHER
Torsten Alm (Lair of the Saurians), Petter Bengtsson (The Family Homestead),
Jonas Ferry (Seed of Evil), Mattias Lilja (The Oracle of the Silver Egg),
Tomas Härenstam (Long Journeys), Nils Karlén (Monster Generator)
COVER ART
Ola Larsson
LAYOUT & PREPRESS
Dan Algstrand
INTERIOR ART & MAPS
Reine Rosenberg
TRANSLATION
Martin Larsson
T.R. Knight
GRAPHIC DESIGN
Christian Granath
PROOFREADING
Zenith Media
PRINT
978-1-910132-36-4
ISBN
© 2015 Paradox Entertainment AB. MUTANT and related logos, characters, names, and distinctive likenesses thereof are
trademarks of Paradox Entertainment AB unless otherwise noted. Used with permission. All rights reserved.
Zone Compendium
01
01
Zone compendium
Welcome to the first Zone Compendium for
Mutant:
Year Zero.
This booklet contains plenty of material
for you to use as a Gamemaster.
The bulk of the book consists of four
Special
Zone Sectors,
scenario locations just like the ones
in Chapter 15 of the core book. You can place the
Special Zone Sectors in any section you want on
the Zone map, for the PCs to discover and explore.
Each Special Zone Sector comes with a map in
two versions:
K
If you have any questions or want to discuss
the contents of this Zone Compendium with others,
please visit the official forum at
modiphius.com/
mutant.
LAIR OF THE SAURIANS
In the depths of the Zone, by an islet in dark waters,
rests a gigantic rusted metal tube. Zone Stalkers say
it’s an old underwater vessel. They say there are
amazing artifacts in the tube, but that it is guarded
by dangerous zone monsters. The PCs can come
here on an expedition looking for treasure, or just
happen to pass by during their treks through the
Zone.
OVERVIEW
The small island, sticking out of a major body of
water in the Zone, is overgrown by sinuous plants
and stunted trees. The island could pass for any
island in the Zone were it not for the ancient giant
tube that has tried to wriggle its way onto the shore
like a huge zone monster. The vessel is almost as
long as the Ark, several mutants high and made
from resilient, rusty metal from the Old Times. Only
a few scrap crows circle the islet and the vessel
would look uninhabited if not for the thin tendril of
smoke rising from a cylinder-shaped tower halfway
down the hull.
K
The GM map has several small images added.
These show what is actually hidden inside the
sector and thus gives you, as a GM, a good
overview of the entire location. Don’t show
this version of the map to the players.
The players’ version of the map lacks these
images and can therefore be shown to the
players as soon as they enter the sector. The
players’ maps are collected at the end of the
booklet, and they are all available for down-
load from the Modiphius website.
After the Special Zone Sectors there is a section
with rules on how to handle long journeys in the
game. At the very end there is a very useful random
Monster Generator that lets you create your own
mutated beasts with just a few dice rolls.
2
Lair of the Saurians
LOCATIONS
The metal tube is an old nuclear submarine. The
ravages of time have destroyed most of its interior,
but deep within the tube some treasures remain
after all. The submarine is sectioned off by circular
doors that are opened by twisting a large handle.
Since the reactor of the sub is partly functional,
flickering emergency lighting illuminate some
compartments. The smell of fish and seaweed is
strong throughout the vessel.
Tower:
The submarine’s tower serves as a watch-
tower and is also the easiest way to get in and out
of the submarine (at least for regular mutants that
can’t breathe under water, see below). There is al-
ways a guard here from the Saurians (below), and
the PCs must roll Sneak (–2 in daylight) to get to
the hull of the submarine undetected.
Fully functional diving gear (see page 193 of
Mutant: Year Zero)
can be found in a watertight
metal locker. A hatch at the top of the tower leads
to a cramped corridor that leads further down into
the submarine’s interior.
Bridge:
A fairly large compartment lined with nu-
merous broken glass screens and panels. In the
middle of the room a massive pillar stretches from
the floor and up into the tower. The floor is littered
with scraps of paper and other odd gear.
The Saurians have propped their weapons
against the wall. Spears, tridents, bows, quivers of
arrows. Anyone that goes through the debris in the
room can find a pair of binoculars (see page 191 of
Mutant: Year Zero).
The pillar in the middle of the
room is a periscope that Dante, leader of the Sauri-
ans, uses to scout for enemies in the Zone.
Galley:
A compartment filled with cabinets,
benches and shelves made of rusted metal. Tidy
rows of slimy, greenish eggs rest on the reeds that
cover the floor. A drain pipe leads up from an oil
drum at the end of the room to a hole in the hull.
A fire in the oil drum keeps the area very warm.
In the galley is the artifact that could make the
inhabitants of the submarine a future power-broker
in the Zone: an ancient water purifier. This amaz-
ing device is too large and complicated to remove,
unfortunately, and it needs plenty of power to work.
However, it can create 50 doses of rot free water
every day, as long as the submarine remains in its
current location.
The galley also contains a selection of kitchen
related scrap (frying pan, cutting board, kitchen
knife) and 1D6 rations of grub.
Mess hall:
The submarine’s mess hall is the main
gathering place of the Saurians. Large parts of the
tribe eat and sleep here. The reptiles have cleared
out most of the furnishings. The floor is covered by
woven reed mats. The smell of fish is very strong
here.
Officers’ mess:
The old officers’ mess serves as
Dante’s throne room. The alpha male’s throne is
built from the remains of an old tennis umpire’s
chair. Dante uses the score keeper to judge conflicts
between members of the tribe. He spends most of
his time here, usually to enjoy gifts from the tribe.
Septina can usually be found by his side.
Captain’s quarters:
This compartment is decorated
with all sorts of things, among others a dirty red flag
and several maps of unknown areas. Adjacent to the
room there is a shower stall and a toilet. The cap-
tain’s quarters serve as Dante’s bedchamber. The
alpha male sleeps and mates in the ancient shower,
which is still functioning sporadically. There are
well-kept sea charts in the captain’s quarters as well
as some appropriate scrap (from the scrap table
on page 262 of
Mutant: Year Zero).
The charts are
equivalent to the artifact Map of the Zone (see page
196 of
Mutant: Year Zero).
The officers’ quarters
are reserved for the highest
ranking females in the tribe. The compartments are
mostly empty but in a few of them there might be
maritime scrap. To a regular mutant, a reptilian lair
appears like a foul-smelling room filled with dried
algae, seaweed and reeds.
The crew’s berths
are located in a corridor that runs
down the length of the boat. The berths are ham-
mocks securely fastened along the walls. Some of
the most renowned of the tribe’s warriors sleep here.
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