TEXT: A Cross-Genre Adventure
  Pitting Technology Against Sorcery!
  By Jeff “Bighara” Sparks • Design by Joel Sparks
  ©2011 Faster Monkey Games™
  fastermonkeygames.com
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  HAVENMOUNT ADMIN FORM PF-18-60L_G REV.10.09.2525
  USER: FRANK O. PSHTWO
  FILE: SUBLEVEL 7B: AIR HANDLING UNIT AND STRING PARTICLE FLUX CONTAINMENT
  FORMAT: GRAYSCALE 2 DIMENSIONAL OVERHEAD VIEW
  CLEARANCE: BETA
  NOTES: SCALE: ONE SQUARE = 3.048 METERS = 10 STD PURE HUMAN MALE ADULT LARGE FOOT-LENGTHS
  
  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 post-apocalyptic play. 
  The Appendices apply to either system. As Mutant Future 
  monsters tend to be more powerful than their Labyrinth Lord 
  counterparts, this module is recommended for PCs of 3rd to 
  5th level.
  Unadorned page numbers like (p3) refer to pages in this 
  module. MF refers to the Mutant Future book, while LL refers 
  to Labyrinth Lord, both available as free downloads from 
  GoblinoidGames.com.
  Background for the Mutant Lord
  The party arrives at Havenmount, a settlement built 
  above an ancient underground complex originally designed to 
  withstand atomic attack and now inhabited by the descendants 
  of the original survivors. Recently, Havenmount’s lower 
  passages were overrun with mutant humanoids with strange 
  powers. The tunnels had to be sealed off to prevent further 
  attacks. To make matters worse, the caves below house ancient 
  machines that perform tasks vital to Havenmount’s survival. 
  The residents wish to hire the heroes to deal with the threat, 
  and if possible find out where the creatures come from.
  The creatures are morlocks, arrived when Zobru, their 
  shaman, foolishly tampered with a ritual he didn’t fully 
  understand. He caused an inter-dimensional accident, resulting 
  in an entire section of the morlock caves being shunted from 
  their world of fantasy and magic into the post-apocalyptic 
  world of Mutant Future!
  The morlock chieftain, Goob, is furious with Zobru 
  and has commanded him to dedicate all his energies toward 
  returning the morlocks to their rightful realm. Zobru has 
  been feverishly working on using the machines as a source of 
  energy for a ritual to transport the morlocks home; but to get 
  his magic and the machines to work together, he has resorted 
  to a dangerous hybrid: the sorcerous pseudo-science known as 
  Technomancy. As much as the shaman would like to perform 
  further tests, Goob grows impatient and has given Zobru an 
  ultimatum: perform the ritual within the day or be executed!
  Scaling the Adventure
  If the ML 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 
   
  
  morlock guard.
  Change the damage from tampering with the 
   
  
  marker in Area 2.
  Remove the skull guardian from Goob’s hut.
   
  
  Remove the special power from Goob’s sword.
   
  
  Give Zobru a 
   
  
  wand of  magic missiles (LL116) 
  with 15 charges. Each missile uses one charge, 
  automatically hits, and deals 1d6+1 damage. 
  Up to three missiles may be fired per round. 
  Give only half the morlocks Mud Monster Jars.
   
  
  Have each morlock carry at least one Healing 
   
  
  Potion Mushroom.
  Background for Players
  Havenmount was built long ago to protect the citizenry 
  from the dangers of atomic, biological, and chemical attacks. 
  When the wars came, Havenmount saved many lives. As a 
  result, the current residents—descendants of the original 
  survivors—are nearly all pure humans with no mutations. 
  Although the populace has returned to the surface to grow 
  and gather food, most of the people still live at least part of the 
  time below ground inside Havenmount.
  Despite the age of the complex, Havenmount is still 
  in remarkable shape. The ancients who built the habitat 
  automated most systems like air circulation, power, climate 
  control, water pressure, and water purification. The machines 
  that provided all these comforts have continued to function for 
  all these years with little or no maintenance. Then, over the last 
  few weeks, a series of minor problems occurred: temporary 
  glitches in a number of automated sytems. The “engineers” 
  of Havenmount decided to investigate, although they are now 
  little more than custodians with a fraction of the knowledge 
  needed to truly understand the machines.
  Exploring the lower levels, the engineers found the entire 
  layout shockingly changed, with many finished corridors 
  replaced by mud-filled tunnels. Vicious humanoids in the 
  tunnels attacked with bizarre weapons and mutant powers. The 
  ReALM of tHe
  TECHNOMANCER
  
  2
  engineers retreated, but one of their number, a man named 
  Wado, was killed and left behind. The engineers sealed the 
  entry to the machine 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 hill 
  top. Several shelters and small buildings are within a fenced 
  perimeter. Small garden plots are scattered around the open 
  areas, growing foodstuffs for the residents. 
  The chain-link fence is six feet high, topped with razor 
  wire (1d6–1 damage per round, DEX check to get clear), and 
  has a single gate. The fence is in good shape, although a few 
  places have been damaged over the years. The residents have 
  done their best to repair it.
  Characters can find most normal goods and services in 
  Havenmount. Traders come here to buy supplies and sell their 
  wares. The native residents are all pure humans, but there are 
  a few mutant immigrants as well. 
  There is a squat, concrete, bunker-like building in the 
  center of town. Armed 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. 
  In reality, the bunker is the entrance to the underground 
  complex, referred to among the locals simply as “Below.” 
  Residents try to maintain the facade that the surface town 
  is all there is to Havenmount, to avoid attracting attention 
  toward the subterranean complex.
  Reached by elevator from the bunker, the “real” 
  Havenmount is a wonder of pre-apocalyptic technology. The 
  halls are lit by electric lights; the air is filtered and circulated 
  constantly; the climate is maintained at a steady 22ºC and 
  33% humidity; there is hot and cold running water... all the 
  conveniences of the bygone age.
  Havenmount itself is not the focus of the adventure. 
  MLs 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, they 
  are approached by a man named Franko and two guards. 
  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 tells them about the recent events 
  (see Background for Players). 
  Franko offers each character 100 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” handout).
   If the players ask for things like guns or other artifacts, 
  they discover that, while Havenmount is a remarkably intact 
  place, the residents are no more skilled at repairing or making 
  artifacts than anyone else. They jealously guard what little 
  advanced technology and weapons they have. 
  Technomantic Mishaps
  Once within the affected part of the tunnels, the PCs may 
  be using technology in the presence of spells or magic items. 
  Together, these make an unstable situation. See Appendix: 
  Technomancy for rules on possible mishaps.
  Area 1: The Stairs
  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 single metal door that has been welded shut. 
  Franko cuts the seal with a handheld blowtorch and pulls the 
  door open. A corridor much like the ones above leads straight 
  back, but its lights are dim and flickering. 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-sealed, 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 cut the seal to let them back out. With that, 
  the door is shut on them with a clang. The adventure begins.
  
  3
  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*
  * Geysers only occur on the Mud Lake surrounding Areas 
  5, 6, and 7, including on the bridges. If a 6 is rolled elsewhere, 
  use the Mudbugs result.
  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; 
  XP: 20. See New Monsters for more information.
  Mud Geysers: 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 (no save). 
  Rafts are automatically upended by the blast 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. energy attacks for half damage. Farther than 10' 
  away causes no damage. The eruption only lasts one 
  round and automatically surprises; the mud in the 
  area remains scalding hot for one turn afterwards, 
  causing 1d6 damage per round to anyone in it.
  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 
  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. A ring 
  of  dim red lamps encircle the column, lessening the darkness. 
  Higher up, pipes and ducts extend out from the column. A 
  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.  The steady drone 
  of  machinery 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 versus stun 
  attacks 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. Anyone falling in will 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 
  turbine 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 engineers are 
  given the chance, they can repair the damage in four hours. 
  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 (MF60) 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. 
  
  4
  The ape’s great agility allows it to move at full speed 
  through the chamber, jumping and swinging among the pipes, 
  the catwalk, and the fan or climbing the pillar and walls. 
  Albino Ape: Move: 120' (40'); AC: 6; HD: 4 (45 hp); 
  Attacks: 2 x claw (1d4 dmg); Save: L2; Morale: 7; XP: 
  135. Apes can climb walls of caves and swing along 
  ropes, branches, and such at full movement rate. 
  They can throw rocks for 1d6 damage (10'/30'/50') 
  or feces: no damage, but target must save vs. poison or 
  become incapacitated with nausea for 1d6 rounds.
  There is a control panel on the column with several levers 
  and switches. A character can make a technology roll (MF42) 
  vs. Class 2 to learn the basic functions of the turbine. It is 
  a generator and circulation engine, powered by geothermal 
  heat from the boiling mud. The switches allow the operator 
  to slow or speed up the power flow or even shut the turbine 
  down completely. Obviously, doing so would likely upset the 
  characters’ employers.
  Regardless of whether a character makes a successful 
  technology roll, inspecting the control panel and the pillar 
  reveals that numerous symbols have been drawn onto its 
  surface. The language is unknown, but it looks as though it 
  was written in blood. 
  The panel has been pried partially loose on one side. 
  Behind it is the rotting, severed head of Wado, the slain 
  Havenmount engineer. It has been crudely 
  grafted to the wiring. Its filmy eyes roll 
  in their sockets and its 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. The ML can roll a random mishap, or simply let the 
  explosion cause 2d6 damage to all within a 10' radius (save vs. 
  energy attack 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 hangs a simian skull. It is covered 
  in bluish mold and dangles from power cables pulled out of  
  an electric light. Sparks crackle along the exposed wires 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. A search 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 carries gets 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 around in place. 
  He loses any DEX bonus to AC and foes gain a +2 bonus to 
  hit until he stands up. MLs may wish to adjust these modifiers 
  for characters with unusual physiques.
  To further complicate matters, there is a morlock (mF84) 
  patrol currently disembarking here from their Mushroom 
  Cap Raft (see New Items). They are looking for the runaway 
  ape (see Area 2). There is one morlock per character. All carry 
  spears and axes. One of them is also armed with a Triple 
  Crossbow (see New Items).
  Morlocks: Move: 120' (40'); AC: 8; HD: 9 (38 hp); 
  Attacks: 1 (by weapon); Save: L5; Morale: 9; XP: 
  1,700. Each carries 1d3 Potion Mushrooms and one 
  Mud Monster Jar (see New Items).
  Spear (1d6, 20'/40'/60') and two axes (1d6, 
   
  
  10'/20'/30')
  Triple Crossbow (see New Items) (1d8, 
   
  
  80'/160'/240')
  If anyone slipped down the tunnel, their arrival has a 
  
  5
  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 powers or 
  devices can try to communicate or read thoughts.  It is up to 
  the ML how much information the PCs can glean.
  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 machines.
  3. 
  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. A character who falls in can get his feet under him and 
  stand with a successful STR check, but sinks so as to touch the 
  bottom within two rounds. Characters under 4' tall—or who 
  fail to get upright—start to drown in 1d6 rounds. A character 
  tall enough to stand, but in up to higher than his waist, can’t 
  walk, makes attacks at –3, and loses any DEX bonus to AC. 
  The mud in the tunnels is warm, but not scalding. 
  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 his magics. Currently, 
  there is a raft beached on the strand. Two morlocks are in the 
  chamber. They had come to run an errand for the shaman 
  (see below) but are presently being attacked by seven giant 
  centipedes (MF66) 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 Centipede: Move: 60' (20'); AC: 9; HD: 1d4 
  hp (2 hp); Attacks: 1 (bite); Damage: Poison; Save: 
  L0; Morale: 7; XP: 6
  The morlocks are equipped normally (see Area 3), but 
  have no triple crossbow. 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 clay 
  jar painted with runes (similar to those in Area 2). The jar is 
  uncovered and nearly full of a clear, sticky liquid. Suspended 
  in the fluid is a human heart (Wado’s). A small power cell 
  (MF117) has somehow been grafted onto the organ and is 
  making it beat sluggishly, causing the liquid to slosh in the jar 
  slightly. The jar can be moved about, but if the contents are 
  disturbed, or the runes defaced, the jar shatters, spilling goo 
  everywhere, 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 feed into it from below, turning 
  the entire thing into a huge, bubbling 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 up 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 man-sized, humanoid character may traverse these 
  bridges at normal walking speed as long as at least one hand is 
  used to steady himself. It is up to the ML whether characters 
  of unusual physiology can travel this way. Running or fighting 
  on the bridges requires a DEX check or the action is aborted 
  in an effort to steady oneself. The albino apes normally 
  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 (like the one in Area 2).
  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. There is 
  a 25% chance the mud is scalding hot in any given location, 
  dealing 1d6 damage per round to anyone in it. The mud 
  around where a geyser has just erupted is scalding for one 
  turn afterwards (see Wandering Encounters: Mud Geysers, 
  p3). Thermal vision can see these hot spots.
  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 nests here, with 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 are 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 gloom. 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. Lately, Zobru is 
  normally not at home, but found working in Area 9. 
  In a small pen behind the hut, two carnivorous beetles
  (see below) are fighting over a dead mudbug. Each of the 
  insects is over three feet long and has foot-long hooked 
  mandibles. If attacked, the beetles break out of the pen in 
  one round. A third beetle stays in Zobru’s hut as a guard, one 
  of its hind legs 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: L1; 
  Morale: 9; XP: 65. Same creatures as on LL65.
  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 
  bizarre objects scattered about its 
  surface. Among the clutter is a set of 
  simple tools of crude but serviceable 
  quality (simple pliers, small chisels, 
  a hammer, and so on), as well as 
  several technological odds and ends 
  like insulated wiring, empty power 
  cells, and what look like parts from a 
  small motor.
  There are 1d3+1 Potion Mushrooms drying on strings 
  over the table and 1d4 Mud Monster jars on a shelf. There is 
  nothing else of interest or value in the hut.
  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. 
  
  7
  One pair of morlocks stand at the isle’s 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 
  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, two bodyguards and three female servants/
  concubines attend him. When he is away, one of the guards 
  remains to keep watch. Unless the PCs give warning of their 
  approach, they find the bodyguard being “entertained” by one 
  of the females. As a result, he is unarmed and unarmored, 
  although his weapons lie close to hand.
   Inside, the floors are covered in strange pelts with mud tracked 
  all over them. The room is dimly lit by a weird glow from 
  inside a rune-covered skull, which hangs from a cord clamped 
  in 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. stun or become confused (MF57) 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 dmg); Save: L1; Morale: 12; HC: None; XP: 21
  Bodyguard: Move: 120' (40'); AC: 9 (7 if wearing his 
  leather armor); HD: 9 (40 hp); Attacks: 1 (weapon); 
  Damage: weapon; Save: L6; Morale: 11; XP: 1,700
  Spear (1d6, 20'/40'/60') 
   
  
  Triple Crossbow (1d8, 80'/160'/240'), 9 extra 
   
  
  bolts
  One Mud Monster Jar
   
  
  Two Healing Potion Mushrooms
   
  
  If the skull activates, the guard will grab his weapons and 
  attack, hurling his axe at the nearest character then closing 
  to melee with his spear. He also knows where Goob keeps 
  his special items (four Mud Monster Jars and a shield +1 in a 
  shallow hole under the sleeping furs). It would take him two 
  rounds to recover any of these. 
  There is a hidden pocket sewn into one of the hanging 
  pelts. Inside are five uncut large gemstones worth 100 gp 
  each. Cut and polished, they’d be worth 500 gp each. 
  
  8
  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 polished steel corridor like those 
  in the rest of Havenmount. At the end of the hall, a morlock 
  warrior and a tame albino ape stand guard before 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 electric 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  dried plant are strung here and 
  there and hang from ducts overhead.
  This room houses the machines that not only help 
  maintain Havenmount’s citizens 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 channel the power of the machines 
  into his magic 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 one of his 
  bodyguards and some of his warriors: one for every PC.
  If attacked, the morlocks’ primary goal is to keep the 
  room secure and Zobru’s preparations intact. Goob orders 
  his bodyguard to protect Zobru, who will start the ritual 
  immediately if hostilities ensue. 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: 
  4; HD: 9 (44 hp); Attacks: 1 (two-handed sword +2, 
  shocking); Damage: 1d10+2, +1d8 electrical); Save: 
  L9; Morale: 12; XP: 2,400
  Goob wears chain armor. He carries two Healing 
  Potion Mushrooms, one Invulnerability Potion 
  Mushroom, and a Mud Monster Jar. His sword is 
  magical and crackles with electrical energy that deals 
  extra damage. In addition to his sword, he carries an 
  axe at his belt (1d6, 10'/20'/30').
  Zobru, Morlock Shaman: Move: 120' (40'); AC: 6; 
  HD: 8 (32 hp); Attacks: 1 (club); Damage: 1d4; Save: 
  L6; Morale: 11; XP: 1,560
  Zobru carries one Healing Potion Mushroom and 
  five random mushrooms. He also has three Mud 
  Monster Jars and a magic ring of  protection +2 (LL113, 
  –2 AC and +2 to all saving throws).
  Zobru can cast each of these spells once per day:
  Cure/Cause light wounds
   
  
   (LL21): Zobru can heal 
  or cause 1d6+1 hp damage with a touch.
  Cause fear
   
  
   (LL25): If he successfully touches a 
  target, the victim must make a saving throw vs. 
  stun or flee in panic for six rounds.
  Hold person
   
  
   (LL23): Can hold up to 1d4 human-
  sized opponents immobile for 9 turns. Save vs. 
  stun negates the effects. Range: 180'.
  Animate dead
   
  
   (LL20): Zobru can turn up to three 
  corpses into walking dead (MF101) that do his 
  bidding. Range: 60'.
  Morlocks: Move: 120' (40'); AC: 8; HD: 9 (38 hp); 
  Attacks: 1 (by weapon); Save: L5; Morale: 9; XP: 
  1,700. Each carries 1d3 Potion Mushrooms and one 
  Mud Monster Jar (see New Items).
  Spear (1d6, 20'/40'/60') and two axes (1d6, 
   
  
  10'/20'/30')
  
  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. stun attacks or lose concentration, resulting in Failure.
  Success
  If the ritual succeeds, the morlocks and their caverns 
  disappear in a massive dimensional shift. The PCs remain, 
  or appear, standing 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 machines, drained by the 
  ritual, lose power and black out the entire complex. The 
  machines resume operating at 50% capacity after 1d6 hours. 
  Given time and some good Technology Rolls, the engineers 
  can get them back up to 80–90% capacity.
  The elders at Havenmount aren’t thrilled about the 
  reduced circumstances, but will pay the characters their 
  promised fee.
  Failure
  If the ritual is interrupted after it’s begun, it automatically 
  fails, causing a major technomantic catastrophe. The ML can 
  choose a result from the possibilities below or make up an 
  outcome that best fits the campaign. Sample catastrophes:
  The machines are destroyed, making Haven-
   
  
  mount 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, 
   
  
  dealing 3d6 damage to everyone in the area.
  The morlocks are all killed, but rise as 
   
  
  walking 
  dead (MF101) in 1d4 days and attack the upper 
  levels.
  More strange creatures or races arrive from other 
   
  
  worlds (from the Labyrinth Lord world of the 
  morlocks, or maybe somewhere else entirely!).
  The caverns are transported back to the morlocks’ 
   
  
  fantasy world, but some of their tunnels now 
  open into the world of Mutant Future. It’s only 
  a matter of time before the populations of the 
  two worlds will discover one another and begin 
  to travel between the parallel dimensions.
  New Items
  Potion Mushrooms
  These brightly colored, shriveled mushrooms are 
  magical potions made by Zobru. A typical morlock warrior 
  carries 1d3 of these at his belt. Each color corresponds to a 
  particular potion type. Roll on the table below to determine 
  which mushrooms a given morlock carries. Unless otherwise 
  noted, effects last 1d6+6 turns.
   d100 
  Color 
  Potion Mushroom
   01–44 
  White 
  Healing 
   45–51 
  Pink 
  Mud-skipping 
   52–66 
  Red 
  Diminution
   67–72 
  Orange 
  Speed
   73–80 
  Yellow 
  Gaseous Form
   81–88 
  Green 
  Animal Control (Albino Ape)
   89–92 
  Blue 
  Growth 
   93–00 
  Purple 
  Invulnerability
  Healing: (LL111) Eater is instantly healed of 1d6+1 
  damage or cured of paralysis.
  Mud-skipping: Allows the eater to stand, walk, or run 
  along the mud’s surface as if it were dry land.
  Diminution: (LL110) Eater shrinks to 1/10 normal 
  height, with equipment, making him very hard to spot.
  Speed: (LL112) Eater doubles speed and number of 
  attacks for 5d4 rounds. Eater ages one year.
  Gaseous Form: (LL111) Eater turns vaporous, with 
  equipment, and can float at 30' per round. Immune to physical 
  damage, but energy and fire still can do harm.
  
  10
  Animal Control (Albino Ape): (LL110) Eater gains the 
  ability to relate to, understand, and manipulate the emotions 
  of 1d4 albino apes. Unless the eater of the mushroom has 
  some means of directly communicating with the animals 
  influenced by the potion, only general emotions or inclinations 
  may be manipulated.
  Growth: (LL111) Eater doubles in size, with gear. 
  Strength also increases, so that all damage dealt is doubled.
  Invulnerability: (LL112) Eater gains +2 to all saving 
  throws and a –2 improvement to AC.
  Mud Monster Jars
  The clay jars contain what looks like mud, though it is 
  abnormally warm (not quite hot). The morlock will throw the 
  jar at a foe’s feet, causing it to shatter. The mud bubbles for a 
  moment and then forms into bizarre monsters made of living 
  mud. The creatures turn back into mud after 1d6 rounds. All 
  the mud monsters can move across the surface of the mud 
  at full speed without sinking. The monsters are mindless and 
  attack whomever is closest when they form, even a morlock. 
  Note: For the purposes of calculating Technomantic Mishaps, 
  the clay jars are miscellaneous magic items (Class 2). Roll on 
  the table below for the shape the mud monster takes.
   d8 
   
  Mud Monster
   1–2 
   
  Mud Snake
   3–4 
   
  Mud Scorpion
   5–6 
   
  1d6 Mud Bats
   7–8 
   
  1d20 Mud Scarabs
  Mud Snake: As pit viper (MF97), but the poison 
  turns the victim’s bones to mud, killing them in 1d4 
  rounds.
  Mud Scorpion: The size of a house cat.
  Move: 90' (30'); AC: 6; HD: 1+1 (6 hp); Attacks: 2 
  Claws or Sting. Damage: 1d3/1d3 or 1d3 + Poison 
  (save vs. poison or paralyzed for 1 turn); Save: L1
  Mud Bats: Otherwise normal bats (MF61). The 
  bats fly up and, on a successful attack, slap into the 
  victims’ faces, turning back into mud. The target is 
  blinded until the mud is scraped off (1 full round 
  per bat). Characters with atypical senses or facial 
  structures may be unaffected.
  Mud Scarabs: Two-inch beetles with fearsome 
  mandibles. The scarabs climb onto the victim, even 
  squeezing under clothing, ignoring AC from armor. 
  Once on a person, they bite for 1 hp each per round. 
  Powers requiring concentration cannot be activated 
  or maintained while taking any damage from this 
  attack.
  Move: 90' (30'); AC: 8; HD: 1 hp; Attacks: 1 (bite); 
  Damage: 1 hp; Save: L1
  Triple Crossbow
  A triple crossbow is a product of morlock tinkering. It 
  consists of a heavy crossbow stock that has been modified 
  to hold three bows on top of one another. There is just 
  enough space between them to allow loading and cocking of 
  each bow. The trigger mechanism is attached to a complex 
  assembly of gears that cause each bolt to be fired individually 
  or all together, depending on how it is manipulated. Users 
  unfamiliar with the item have a –4 penalty to hit until they 
  make a successful Complexity Class 2 Technology Roll. 
  If fired individually, it allows the wielder to shoot every 
  round until empty. It takes a full round to reload each bow. 
  If fired together, the wielder makes three simultaneous attack 
  rolls at –2 each against a single target. If one bolt has already 
  been fired, the remaining two can be fired simultaneously at 
  –2 each as well.
  Like most morlock gadgets, the triple crossbow is not 
  completely reliable. Even in good working order, the weapon 
  is only considered condition grade 4 (MF42). On an attack 
  roll of a natural 1, the device jams and will cease functioning 
  (condition grade 0). It requires a successful repair roll (taking 
  1d3 hours) with at least simple tools before it will work again. 
  A failed repair roll hopelessly breaks the device permanently.
  Triple Crossbow: 1d8 damage. 80'/160'/240'. Two 
  hands to use. Wt.: 10 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/Mutant Future/Mutant Future Adventures and Settings/Realm of the Technomancer (MuFut)/Realm of the Technomancer (MuFut).pdf