TEXT:  
   
   
   
   
  Thundarr the Barbarian: 
  Warlord of the Sacred Library 
   
  A Mutant Future adventure for 3-6 players 
  using pre-gens of the TV show‟s characters 
   
  Gary Con 2013 
   
   
   
  
  Lords of Light! Drakexx the 
  Unstoppable has established a 
  stronghold in the forbidden Congers 
  Library where thousands of Ancient 
  texts are stored. What use does a 
  warlord have with these tomes, and 
  what secrets does he hope to 
  unlock? The tribal shaman of the 
  village of Linkon has tasked 
  Thundarr, Ookla, and Princess Ariel 
  with stopping and driving out the 
  mindless brute!  
   
  BEFORE PLAY BEGINS… 
  In this adventure, it helps if the 
  players have a passing knowledge of 
  the Thundarr the Barbarian cartoon 
  show from the mid-1980s. (Show 
  them an episode or two if you can!) 
  They will be playing the roles of 
  Thundarr, Ookla, and Princess Ariel 
  during the course of the game, so 
  having an idea of the characters and 
  their individual tropes will go a long 
  way toward capturing the feel of a 
  Saturday morning action cartoon 
  show. The pre-gens have role-
  playing tips to help players unfamiliar 
  with the show. 
   
  The twist to this adventure is that, 
  due to a misfired spell, there are 
  TWO teams made up of Thundarr, 
  Ookla, and Princess Ariel. If you 
  have 6 players, there should be two 
  Thundarr PCs, two Ooklas, and two 
  Ariels. If you have less than 6 
  players, I would suggest breaking 
  the teams up as follows: 
  • 5 players = 2 Thundarr, 2 Ariel, 1 
  Ookla, 1 NPC Ookla 
  • 4 players = 2 Thundarr, 2 Ariel, 2 
  NPC Ooklas  
  • 3 players = 1 Thundarr, 1 Ariel, 1 
  Ookla, 3 NPCs for the other 
  Thundarr “team” 
  Before play, explain to the players 
  that the game needs to be played as 
  if it‟s a kid-friendly cartoon from the 
  1980s. Primarily, no one ever dies or 
  is horribly maimed in combat. When 
  villains and henchmen are defeated, 
  they are either knocked unconscious 
  or they run off with their tails 
  between their legs. PCs are dazed or 
  winded when they take damage. 
  Attacks should be made to disarm or 
  demoralize – not to injure or kill. 
  Encourage cheesy dialogue 
  (“Demon dogs!”) and acting in-
  character, even if the action goes 
  against what the player would do. 
  (Thundarr charges into a fight 
  without thinking of the 
  consequences; Ookla will break 
  things that annoy or frustrate him, 
  even if the MacGuffin is important to 
  the plot; Ariel will joke during combat 
  and offer asides about Ancient 
  cultures, traditions, and technology.) 
   
  To start, make sure you have the 
  players grouped into two teams 
  (even if they don‟t know it yet). Give 
  each player a PC sheet FACE 
  DOWN and instruct them to not turn 
  it over until told to do so. The players 
  will obviously wonder who gets to 
  play the 3 main characters and who 
  at the table is getting stuck with 3 
  nameless PCs. This also salvages 
  the “twist” of two identical teams 
  during the course of gameplay, 
  which should be a nice surprise for 
  everyone. EVERYONE gets to play a 
  “main character” in this adventure. 
  (Plus, the combined might of both a 
  warlord and wizard should be 
  enough of a challenge for two teams 
  made up of these characters!) 
   
   
  
  SCENE ONE: 
  NEVER SPLIT THE PARTY 
   
  ((Explain to the PCs who are ready 
  to play that you need to set up the 
  situation and to be patient while you 
  get through the exposition. Also, 
  remind them to keep their sheets 
  face down. 
   
  Play opening credits to the TV 
  show.)) 
   
  The unthinkable has happened : A 
  ruthless warlord has joined forces 
  with powerful wizard and , 
  between them, they have driven 
  the lands of “Deecee” to its knees. 
  Drakexx the Unstoppable and his 
  robot centurions have terrorized 
  the villages in the area for 
  months. At his side has been 
  Zardon, the self-proclaimed 
  “Leximancer” who uses Ancient 
  tomes to power his magic. It’s odd 
  because warlords and wizards 
  have never been known to work 
  together. 
   
  Thundarr, Ookla, and Princess 
  Ariel have arrived to stop this 
  dangerous union of muscle and 
  magic. The citizens of the village 
  of Linkon have directed the team 
  an Ancient white obelisk. Zardon 
  is at the top of the tower (the top 
  appears to have been sheared off) 
  while Drakexx stands defiantly in 
  front of it. Before him stands 6 of 
  his robot centurions. 
   
  (Map it out for the PCs. Add tree, 
  benches, burned out car husk) 
   
  “So Thundarr,” Drakexx sneers, 
  “you think you can stop me in my 
  quest to rule these lands? Bah! 
  I’ve come prepared in case of your 
  meddling!” He turns to the wizard 
  far above. “Now Wizard! Smite 
  them with your magic!” 
   
  Zardon holds a tattered book aloft 
  and arcane energies envelope 
  him. 
   
  “This book holds the secrets of 
  the most powerful weapons of the 
  Ancients! I command the words 
  within to take form and strike 
  down our enemies where they 
  stand!” 
   
  The title on the cover of the book 
  is “Splitting the Atom”. 
   
  A bolt of energy flashes from 
  book at Zardon’s command, 
  streaking toward Thundarr, Ookla, 
  and Arial. With one swift motion, 
  Thundarr unsheaths the Sun 
  Sword and swats at the beam. 
  With a blinding flash, the heroic 
  trio are engulfed in pure atomic 
  hellfire of a thousand suns. Your 
  ears ring and your eyes sting. 
  When you’re able to see and hear, 
  you find that the atom truly was 
  split, for there are now two 
  Thundarrs, two Ooklas, and two 
  Princess Ariels. 
   
  Have PCs turn over their sheets to 
  see who they‟re playing. Let them 
  ask questions and get used to the 
  idea of two of each PC. Explain that 
  they should see themselves as twins 
  or two sides of the same coin. They 
  can worry about rejoining later, right 
  now Drakexx and Zardon must be 
  stopped. 
   
  
  Drakexx grimaces at the 
  unexpected development. 
  “Centurions! ATTACK!” he shouts 
  as he races into the obelisk. The 
  robots bring up their arms and 
  laser fire erupts. 
   
  It‟s time for the first combat. The 
  centurions are refitted and 
  reprogrammed library drones (to be 
  encountered later). Their goal is to 
  keep the PCs from reaching the 
  oblelisk. There are 6 of them, each 
  with a laser that fires for 3d6 points 
  each. 
   
  Robot Centurions (6) (AL N, MV 
  120' (40'), AC 1, HP 50, #AT 1 
  (laser), DG 3d6, 2d6 SV L4, ML 12, 
  mutations: none) 
   
  As robots, they all have 50 hit points. 
   
  CENTURIONS: 
  1 – 50 
  2 – 50 
  3 – 50 
  4 – 50 
  5 – 50 
  6 – 50 
   
  When the PCs begin to get the upper 
  hand, have them notice Drakexx 
  confronting the wizard at the top of 
  the tower. 
   
  “You fool!” Drakexx rages as he 
  lifts the wizard by the front of his 
  cloak, “you claimed that book of 
  yours would incinerate them!” 
   
  Zardon licks his lips nervously 
  then glances at a large gold 
  medallion Drakexx wears around 
  his neck. “I’m sorry Lord Drakexx, 
  but perhaps if you were to return 
  my medillion, I would have the 
  power to…” 
   
  Drakexx cuts him off with an evil 
  laugh. “What kind of fool do you 
  take me for, wizard? As long as 
  this is in my possession, you 
  WILL do what I say!” Zardon 
  frowns in disappointment and 
  contempt. 
   
  Drakexx points at the party. 
  “When we next meet, I will be 
  more powerful than you can 
  possibly imagine!” He turns to 
  Zardon. “Won’t I?” he threatens. 
  Zardon nods. “If I can find the 
  right tome, yes sire.” Zardon 
  agrees. He lifts his hands and the 
  two of them teleport away. 
   
  Allow the PCs to finish the fight with 
  the Centurions. When done, they 
  can return to the village of Linkon to 
  report what happened. 
   
  (OOKLA! ARIAL! RIDE!) 
   
   
  
   
   
   
  
  SCENE 2: 
  THE LIBRARY OF CONGERS 
   
  The team returns to the village of 
  Linkon which was established at the 
  base of a large Ancient structure that 
  holds a statue of a seated bearded 
  man. Wissop the tribal shaman who 
  tasked you with stopping Drakexx 
  approaches you. He stops, obviously 
  confused by the appearance of twice 
  as many of the team. 
   
  “Why, what sorcery is this?” he 
  asks. 
   
  Allow the team to explain and to 
  regale him with tales of the battle. 
  When they mention that Drakexx and 
  Zardon vanished, he shakes his 
  head sadly. 
   
  “It is as I feared. The Leximancer’s 
  power grows the longer he is 
  exposed to the written word. He 
  has no imagination of his own, so 
  he pulls the ideas and concepts 
  from the tomes to do his bidding.” 
   
  Over dinner and drink, Wissop 
  explains that Drakexx seems to jhold 
  dominion over Zardon. If they 
  mention the medallion, Wissop 
  agrees that it must be the keystone 
  to Zardon‟s power. With it, the wizard 
  would be unstoppable. 
   
  “But as long as Drakexx 
  commands the medallion, he 
  commands Zardon.” 
   
  The PCs should begin wondering 
  about any large depository of books 
  that Zardon may want to get his 
  hands on. Wissop thinks for a 
  moment, and lights up… 
   
  “Of course! There is a depository 
  of Ancient tomes not far from here 
  – The Library of Congers. I’ll bet 
  that’s the location of their secret 
  base of operations. You must 
  hurry there! With the information 
  contained there, Zardon and 
  Drakexx could become Gods on 
  Earth!” 
   
  He gives them a map and sends the 
  team on the way. 
   
   
   
  
  SCENE 3: 
  ANYBODY HOME? 
   
  When the team arrives at the library, 
  they see a large crumbling ruin that 
  must have been quite opulent in the 
  past. Now it‟s nothing more than a 
  looming boxy structure with tumbled 
  over white marble columns in front 
  and overgrown with weeds and 
  vines. 
   
  Patrolling the area are 4 more Robot 
  Centurions. The team must get past 
  them to enter the library. They can 
  try stealth or…knowing Thundarr and 
  Ookla…they may just decide to 
  charge in.  
   
  Robot Centurions (4) (AL N, MV 
  120' (40'), AC 1, HP 50, #AT 1 
  (laser), DG 3d6, 2d6 SV L4, ML 12, 
  mutations: none) 
   
  As robots, they all have 50 hit points. 
   
  CENTURIONS: 
  1 – 50 
  2 – 50 
  3 – 50 
  4 – 50 
   
  As they enter, they approach down a 
  darkened hallway. In the darkness 
  lurk three large Devil Rats. (Armor 
  plated giant rodents. See Thundarr 
  sourcebook for description) They will 
  get the jump on the team if they‟re 
  not careful (surprise on 1-2 on d6, 
  roll for each character until 3 are 
  jumped). Too much commotion may 
  also cause two more Centurions to 
  come investigate. 
   
   
   
   
  DEVIL RATS (3) (AL C, MV 
  120' (40'), AC 3, HD 3, #AT 1 (bite or 
  claw),  DG 1d8 or 1d6, SV L2, ML 6, 
  mutations: gigantism, natural armor, 
  light sensitivity 
   
  DEVIL RATS: 
  1-18 
  2-18 
  3-18 
   
  CENTURIONS (if they show up): 
  1 – 50 
  2 – 50 
   
   
   
  At the end of the hallway, the room 
  opens up into a large “reading room” 
  area of the library. It is here where 
  the epic battle will take place. 
   
   
   
  
  SCENE 4: 
  DR. DRAKEXX AND MR. HYDE 
   
  You enter a large area that was 
  once the common room of the 
  “Library of Congers.” There are 
  broken tables and chairs strewn 
  about. Large bookshelves that 
  used to hold thousands of books 
  line the area, most emptied of any 
  kind of tome. Moldy books and 
  paper lie about, smelling of rot 
  and decay. 
   
  On a balcony at the far end stands 
  Drakexx and Zardon. Zardon now 
  holds a new book tightly to his 
  chest. 
   
  “So, the mighty 
  Thundarr...pardon…THUNDARRS 
  are brave enough to enter my 
  stronghold? I don’t know whether 
  to congratulate you all or pity 
  you.” 
   
  Allow a bit of back and forth 
  posturing and positioning. Time for 
  some cartoon dialogue! 
   
  Drakexx purses his lips with 
  contempt. “It is no matter to me. 
  In a moment, I shall be the most 
  powerful man who ever walked 
  the earth!” He turns to Zardon. 
  “Now slave!” 
   
  Give the PCs a chance to react – 
  one turn. They‟re too far away for 
  any Mighty Deeds of STR, AGIL, or 
  MAGIC, but if they can do some 
  damage or close the gap, let „em. 
   
  Zardon places a hand on 
  Drakexx’s head and the book in 
  his other hand glows as if on fire. 
  There is an audible SNAP and 
  Drakexx tumbles off the balcony 
  backwards, managing to land on 
  his feet. He stands hunched, then 
  looks up… If it’s possible, he 
  looks even more evil than before, 
  almost demonic. 
   
  The title of the book in Zardon’s 
  hand? “The Strange Case of Dr. 
  Jekyll and Mr. Hyde.” And that 
  SNAP you heard? Zardon now 
  holds the medallion he ripped 
  from Drakexx’s neck as he fell. 
   
  Drakexx, who was already very 
  powerful, is now “hulking out” as his 
  Hyde personality takes form. When 
  he‟s done mutating in a round, he 
  will be an 8-foot-tall giant with a 20 
  STR. He will wield dual battleaxes 
  during the fight. He‟ll pick up and 
  throw tables and shelves. He can 
  even go toe to toe with Ooklas. 
   
  DRAKEXX IN HYDE FORM 
   (AL C, MV 120' (40'), AC 0, HP 90, 
  #AT 2 (battleaxes), DG 2d6, 2d6, SV 
  L6, ML 12, mutations: gigantism, 
  enhanced strength (20)) 
   
  DRAKEXX IN HYDE FORM 
  1 – 90 
   
  And let‟s not forget Zardon who now 
  holds his medallion! He looks at it 
  with wonder, then places it around 
  his neck. Zardon tosses the Jekyll 
  and Hyde book aside and brings out 
  another book he had hidden in his 
  robes. 
   
  When Drakexx seems to be nearly 
  defeated, or if someone decides to 
  attack him, Zardon holds aloft the 
  new book. 
  
   
  “Drakexx was a fool! You want to 
  see power? I’ll show you power!” 
  The book glows with red arcane 
  energies. The title this time? “The 
  Hobbit by JRR Tolkein.” 
   
  On the floor of the library, a very 
  large, very red, very angry, fire 
  breathing winged lizard 
  materializes. 
   
  SMAUG (Yes, THAT Smaug): 
  (AL C, MV 120' (40'), AC -1, HP 70, 
  #AT 3 or 1 (2 claws/bite or breath), 
  DG 1d8, 1d8, 3d8 or 5d10, SV L9, 
  ML 10, mutations: fire breath) 
   
  SMAUG: 
  1 – 70 
   
  If Smaug is defeated, he fades out of 
  existence. If Drakexx is defeated, 
  he‟ll shrink back to normal size. 
  Zardon is only trying to escape. He‟s 
  used his teleport for the day, so he‟ll 
  try to escape while the dragon and 
  Drakexx fight with the PCs. 
  (Hopefully someone thinks to stop 
  the wizard!) 
   
  ZARDON 
  (AL C, MV 120' (40'), AC 6, HP 25, 
  #AT 1 (special-magic missile), DG 
  3d6, SV L3, ML 5, mutations: magic 
  caster) 
   
  ZARDON 
  1 – 25 
   
  If Zardon is defeated, let one of the 
  Ariels take the medallion.  The other 
  spies a book on the floor which she 
  picks up. They share a look and they 
  nod. 
   
  Let the battle go until all are defeated 
  (hopefully!) 
   
   
  
   
   
   
  
  SCENE 5 
  WRAP UP 
   
  With Drakexx and Zardon 
  defeated, the team reports back to 
  the village of Linkon to inform the 
  settlers they have nothing to fear 
  from the wizard or the Warlord of 
  the Sacred Library. But there’s 
  still the issue of double everyone. 
   
  One Princess Areal reveals 
  Zardon’s medallion. The other 
  reveals the book she picked up: 
   
  “The Three Musketeers” Ariel 
  opens up the Ancient book… 
   
  “And as it says right here: All for 
  One, and One for All!” 
   
  With that, the medallion glows 
  with an unearthly light and 
  envelops you. When the light 
  clears, the original three heroes 
  stands. While the townsfolk cheer, 
  Thundarr, Ookla, and Ariel jumps 
  onto their horses: 
   
  “OOKLA, AREAL! RIDE!” 
   
  (Play closing credits from the TV 
  show) 
  
SOURCE: textdata/thevault/Mutant Future/Mutant Future Adventures and Settings/Thundarr the Barbarian (MuFut)/Thundarr Sacred Library (MuFut).pdf