TEXT: A mutAnts & mAsterminds CAper!
  In a STrange 
  Land...
  
  In a STrange 
  Land...
  Design K.G. Carlson
  Graphic Design & Art Direction Hal Mangold
  Development Steve Kenson
  Editing Jon Leitheusser
  Interior Art  Sam Kennedy
  Publisher Chris Pramas
  a green ronin production
  Playtesters Jeff Denniston, Steve Watson, Alex White
  Green Ronin Staff Chris Pramas, Nicole Lindroos, Hal Mangold, Steve Kenson,  
  Jon Leitheusser, Evan Sass, Marc Schmalz, and Bill Bodden
  In A Strange Land is ©2009 Green Ronin Publishing, LLC. All rights reserved. Reference to other copyrighted material  
  in no way constitutes a challenge to the respective copyright holders of that material. Freedom City, Freedom City Atlas,  
  Mutants & Masterminds, Green Ronin, and their associated logos are trademarks of Green Ronin Publishing, LLC.
  The following is designated as Product Identity, in accordance with Section 1(e) of the Open Game License, Version 1.0a:  
  all character and place names and images, hero points, and power points. The following text is Open Gaming Content: all game stats,  
  except material previously declared Product Identity.
  Permission is granted to print one copy of the electronic version of this product for personal use.
  Green Ronin Publishing
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  Seattle, WA 98118
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  www.greenronin.com
  www.mutantsandmasterminds.com
  A mutAnts & mAsterminds CAper!
  
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  IN A STRANGE LAND
  IN A STRANGE LAND 
  A MUTANTS & MASTERMINDS CAPER!
  A
  ir Force One has disappeared over South America and it’s up to 
  your heroes to save the day! But through the terror and tribula-
  tions that await the players in the Lost World, they will discover 
  greater dangers than they can imagine and will play for the ulti-
  mate stakes before their trials end…
  In a Strange Land is an adventure for the Mutants & Masterminds 
  Superhero RPG. It is intended for a group of four to six power level 10 
  heroes, although the Gamemaster can scale the adventure to make it 
  suitable for higher or lower level heroes by increasing or decreasing the 
  power levels of the villains as appropriate (generally by approximately 
  the same amount as the heroes).
  The adventure is set in the world of Freedom City (described in 
  the Freedom City campaign sourcebook available from Green Ronin 
  Publishing), although a majority of the adventure takes place in the Lost 
  World, detailed on page 93. Although Freedom City is recommended 
  for running this adventure, all the necessary material is included here 
  and in the Mutants & Masterminds core rulebook. If you would like your 
  characters to establish a working relationship with AEGIS beyond the 
  scope of this adventure, Agents of Freedom is recommended for more 
  detailed information regarding that institution. Further details on the 
  inhabitants and habits of the Terminus can be found in the Worlds of 
  Freedom sourcebook.
  In a Strange Land assumes the campaign is set in Freedom City and 
  located in America. Should your campaign feature a different setting, 
  you will need to modify the adventure in terms of law enforcement orga-
  nizations and the identity of the missing VIPs.
  Text presented in boxes such as this one is for the Gamemaster 
  to read aloud to the players to introduce a particular scene or 
  element of the adventure. Feel free to paraphrase or modify the 
  introductory text as best suits the game you’re running.
  Players intending to play in this adventure should read no further. 
  The rest of the text is for the Gamemaster only!
  Adventure SummAry
  A new sycophant in the court of Omega seeks to curry favor with the 
  Lord of the Terminus by destroying a world that has long been trouble-
  some; the Earth! Morrigu hopes her “gift” will persuade Omega to make 
  her his consort and she will rule the Terminus at his side; and if doing so 
  affords her an opportunity for revenge, so much the better.
  Morrigu is an ancient and powerful being, occasionally masquerad-
  ing as a goddess as she travels the omniverse seeking to increase her 
  already impressive abilities and delighting in the thrill of combat. One 
  of her sojourns led her to the Lost World, a dimension where dinosaurs 
  still roam the Earth, as well as mastodons and saber-toothed cats. 
  Tribes of primitive humans battle for survival against nature as well as 
  savage Serpent People. Morrigu found their pitiful struggles beneath 
  her, and further exploring this realm she discovered ruins indicating 
  a long extinct Atlantean presence. After a brief stint impersonat-
  ing members of the Roman pantheon in the temples of Nova Roma, 
  she was ready to depart for more interesting realities when Morrigu 
  sensed a powerful presence in the mountains of South America. There 
  she met Viracocha, avatar of the creator-god who protects the Incas 
  inhabiting the Lost World. After failing first to seduce and then to 
  defeat Viracocha, Morrigu fled the Lost World. Although more than a 
  century has passed since Morrigu’s embarrassing rout, her hatred for 
  the Incan deity burns brightly.
  Recently, the vengeful entity has discovered the Terminus and has 
  been trying to curry favor with to the most powerful being she has ever 
  encountered. After learning of the Lord of Entropy’s particular loathing 
  for Earth-Prime’s universe, a plot to simultaneously win Omega’s favor 
  and avenge herself upon Viracocha began to form.
  Morrigu believes if the Lost World dimension is collapsed, the series 
  of portals connecting it to Earth-Prime will drag that reality to its doom 
  as well. Even if that should fail to happen, at the very least Viracocha’s 
  chosen people will be destroyed, if not the deity himself. To that end, 
  Morrigu has “borrowed” components for a Doom Coil focus and co-
  opted small workforce of proles (Worlds of Freedom page 119) as well as 
  a platoon of Omegadrones to carry out her plan to collapse the linked 
  realities of Earth-Prime and the Lost World. Her adjustments to the focus 
  are causing the portals to fluctuate; that is the cause of Air Force One’s 
  mysterious disappearance.
  In Scene 1, AEGIS recruits the heroes for the presidential rescue mis-
  sion. Depending on their legal status and their prior encounters with 
  law enforcement, this may require some lead-in work prior to running 
  the adventure.
  Scene 2 brings the heroes crashing down into the wilds of the Lost 
  World. After a fun-filled night of not becoming dino-food, the heroes find 
  the wreckage of Air Force One caught in a squabble between primitive 
  human tribes and a band of savage Serpent People. After the fight, the 
  heroes meet Zandar, man of two worlds, who speaks the local language 
  and can put to rest any fears the newcomers might have regarding the 
  passengers of the battered aircraft.
  Zandar leads the heroes to a nearby volcano to introduce them to 
  the mysterious stranger building a device over the lava pooling in the 
  caldera in Scene 3. This helpful stranger sends the heroes on a quest to 
  save two universes.
  Scene 4 leads our heroes to Viracochasuyu, home of the Lost World’s 
  Incans. Here they face the Incan League and gain some insight into 
  what is happening.
  Morrigu’s treachery revealed, the heroes return to the volcano in 
  Scene 5 in an attempt to stop her mad scheme for Armageddon.
  The Characters section contains all the game stats needed to run 
  the adventure. You may need to create or modify some creatures from 
  Chapter 11 of Mutants & Masterminds in Scene 2, but all other game 
  statistics needed to run the adventure are listed here.
  Scene One:  
  recruitment drive
  How the heroes come to be involved in the plot depends largely on 
  their current status as heroes. They might be the world’s preeminent 
  superteam; a logical choice for a mission of some importance. Perhaps 
  their status as virtual unknowns means AEGIS feels they will not draw 
  attention to a rather sensitive security situation. In a darker series, they 
  are considered expendable assets. This adventure could even serve as a 
  team-builder, with the characters recruited individually for the mission, 
  and staying together afterwards.
  If the characters have a working relationship with law enforcement, 
  or operate openly, Director Powers might contact them directly. Should 
  the heroes be more elusive, an AEGIS team might contact them in the 
  field, assisting in or interrupting a bout of crime-fighting. If AEGIS wants 
  to keep their connection to the heroes discreet, the federal agents may 
  make a show of “arresting” the heroes.
  By whatever means, the newly drafted heroes are brought to the 
  Federal Plaza building in City Center. Whether the heroes are trusted 
  enough with knowledge of the secret underground headquarters known 
  as the Iceberg (Agents of Freedom pages 53-55) or a nondescript office 
  
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  3
  on the 23rd floor, they are soon face-to-face with AEGIS Senior Director 
  Harry Powers (Freedom City, page 71).
  You are ushered into a dimly lit conference room. A semi-
  circle of chairs faces a display screen mounted on the wall. 
  Pacing the area between the chairs and the screen is a tall, 
  gray-haired African-American man in a dark suit, sporting a 
  neatly trimmed beard and mustache. Upon noting your arrival, 
  he ceases pacing and motions to the chairs before him. “Please 
  be seated. Time is of the essence.”
  The heroes’ status with law enforcement sets the tone in the interac-
  tion with Director Powers. He has a good working relationship with 
  the Freedom League, and would have no problem working with other 
  heroes of similar ethics. He is skeptical of heroes known for question-
  able or brutal methodology, but circumstances may require working 
  with them.
  Once introductions are out of the way and the heroes seated, Director 
  Powers begins briefing them on the dire situation. Air Force One has 
  disappeared, with the President and staff on-board, somewhere over the 
  Amazon basin in South America (if you’d rather not put the  President in 
  peril, feel free to substitute some other VIP).
  Overhead satellites retasked to scour the area have been unable to 
  locate any sign of the missing jet. AEGIS search teams have been per-
  forming overflights of the region; not only have they been unsuccessful, 
  but two of the search craft have also disappeared. The satellite monitors 
  detected a strange energy surge just before they vanished. The crafts’ 
  disappearances were several hundred miles and an hour apart; there is 
  no other information available. Director Powers decided to call in some 
  outside help.
  We’re the Only Ship in the quAdrAnt… AgAin?”
  In case you’ve trotted out “the other heroes are all out of town” excuse 
  once too often, here are some alternative rationales for why the 
  characters have been selected for the mission. Regardless of the heroes’ 
  status in the community and with law enforcement, AEGIS is going to 
  want to keep the missing VIP situation under wraps, so alerting the entire 
  super hero community is not acceptable.
  •	 The	Best	of	the	Best. The heroes are the premier superteam, 
  and a mission of this importance can only be entrusted to them. 
  ’Nuff said.
  •	 Out	of	Sight,	Out	of	Mind. Okay, so maybe the other teams in 
  town treat you like the proverbial “red-headed stepchildren,” and 
  the news coverage of your crimefighting career plays more like 
  a blooper reel. Unfortunately, sending the grade-A heroes would 
  certainly tip off the media that something big is in the works. 
  Which means sending the second string; but hey, this might be just 
  the kind of mission that could put the team on the map!
  •	 Disposable	Heroes. Its probably best not to clue the heroes in 
  to this raison d’être, but perhaps Director Powers’ only hope is the 
  heroes will survive long enough to locate the missing VIPs, after 
  which he can dispatch AEGIS agents or another team to the rescue. 
  Unfortunately for Director Powers, once the heroes pass through 
  the portal to the Lost World all attempts at tracking them are 
  ineffective.
  
  4
  IN A STRANGE LAND
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  A MUTANTS & MASTERMINDS CAPER!
  AEGIS provides the heroes with a high speed transport and all the 
  satellite imaging currently available. Since this craft will be destroyed 
  shortly, a kind-hearted GM will want to talk the heroes out of taking 
  their personal craft.
  Allow the players time to negotiate any stipulations of their service at 
  this time; maybe they’re looking for government sponsorship, or immu-
  nity from taxation, or just some respect. Director Powers is a reasonable 
  person, so unless the heroes delve the realm of the ridiculous they likely 
  get what they want. Once that is finished, a Raptor flying APC awaits 
  them on the roof. If the heroes lack the Piloting skill, Agent Phil S. 
  Waters is assigned to pilot the craft for them.
  It takes several hours for the heroes arrive on-station in South America, 
  so Director Powers encourages them to depart immediately. They can 
  use the communications array on-board to address any unfinished busi-
  ness they need to conduct en route.
  Scene tWO:  
  Flight tO nOWhere
  The heroes finally arrive in South American airspace and search fruit-
  lessly for the missing aircraft for several hours before a close encounter 
  sets them on the trail. You may want to draw the search out a bit, so 
  the players feel the frustration their characters do before plunging them 
  into the action.
  After another hour of searching unsuccessfully for the miss-
  ing Air Force One, as you reach for the communications board 
  to report in, there is a blinding flash outside the cockpit win-
  dow and the Raptor begins to plummet from the sky, all of its 
  instruments dead!
  Any heroes not strapped-in need to make a Reflex save (DC 20) or 
  get tossed around the vehicle, suffering +6 damage. Unbeknownst to 
  the heroes, Morrigu is attuning the Doom Coil focus to the Lost World 
  dimension; these adjustments are causing the portal linking it to Earth-
  Prime to fluctuate wildly. The resulting energy surge is what knocked Air 
  Force One and the missing AEGIS craft out of the sky as they have just 
  done to the heroes. Modern Earth technology is not capable of register-
  ing this phenomenon, but if any of the heroes are travelers from the 
  future with appropriate tech or possess Cosmic Awareness they might 
  tumble to what is actually happening. Of course, they have to wait until 
  after a rough landing to do anything about it…
  The energy fluctuations cause the portal to shift on both sides. For 
  this reason, the heroes’ crash site is not in the same location as the other 
  missing aircraft. Traversing the portal has brought the Raptor much 
  closer to the ground in the Lost World and there isn’t time to reboot the 
  systems and regain control before a jarring impact permanently grounds 
  the craft. The heroes should save against +8 damage (Toughness, DC 
  23); if Agent Waters is along for the ride, he doesn’t survive the crash 
  (underneath his AEGIS uniform is a red shirt with “Crewman #5” sten-
  ciled on the back). If you want to add an additional complication to 
  the adventure, have Agent Waters badly injured and in need of medical 
  attention instead, giving the heroes extra motivation to act quickly.
  Now that the heroes are in the right dimension, they should be able 
  to detect the transponder signals of the downed Air Force One and 
  the two AEGIS craft. If none of them have the personal tech to scan 
  for these signals, a Craft (electronics) check (DC 20) lets them cobble 
  together a tracking device from the wreckage of the Raptor. If the heroes 
  don’t think of this on their own, you may want to nudge them via a 
  Knowledge (tactics) or (streetwise) check.
  How the team proceeds depends on their respective movement pow-
  ers. If all the heroes possess some manner of Flight or Speed, the jungles 
  of the Lost World do not prove much of an obstacle (that’s where the 
  dinosaurs come in). A few hours of searching and fighting for their lives 
  brings them to the edge of a large clearing where the wreckage of Air 
  Force One rests. If the team is not capable of rapid movement, you can 
  play up the survivalist angle as the heroes trudge through the jungle 
  with dwindling supplies and fight off the attacks of hungry sauropods.
  Tailor the dinosaur threat to your team of heroes. T-rex and velocirap-
  tors aren’t much of a hazard to an airborne group. The Lost World 
  does include creatures that did not coexist historically, so a few saber-
  toothed cats or rampaging mastodons might also make an appearance. 
  Chapter 11 of Mutants & Masterminds contains some useful creature 
  stats for this portion of the adventure, such as the monstrous insect, 
  monstrous spider, and tyrannosaurus rex. The lion stats could be sub-
  stituted for a saber-toothed cat, and applying a few ranks of Growth 
  to the crocodile and elephant could yield up prehistoric equivalents. 
  (Superline #5 from Ronin Arts also contains a dinopedia, with nearly 
  a dozen sauropod threats to menace your heroes on land, air and sea. 
  Check it out!)
  After some harrowing encounters in the jungle, the heroes eventually 
  find a clearing in the jungle containing a large clue in their search for 
  the President and his staff. Be sure to award hero points as appropriate.
  The dense jungle gives way to a large clearing. Smoke rises 
  from a volcano several miles beyond the clearing. The broken 
  fuselage of Air Force One gleams in the bright sunlight near 
  the center of the clearing. Clambering over the wreckage are 
  primitive humans locked in brutal combat with humanoid 
  reptiles similarly armed and attired The human defenders are 
  falling back before the superior numbers of their scaly foes.
  Players with Knowledge (life sciences) can make a skill check (DC 15) 
  to identify the reptilians as primitive progenitors of the Serpent People. 
  If the heroes have faced the Serpent People in previous adventures, a 
  Wisdom check at the same DC allows them to make the same deduc-
  tion. At this point, even if the heroes don’t know who the combatants 
  are, they will likely get involved if only to find out where the missing 
  passengers of Air Force One are. 
  There are 10 primitive humans, and 20 savage serpent people. These 
  numbers below represent active and conscious combatants; there are 
  dozens of already dispatched members of both tribes when the heroes 
  arrive on scene.
  A search of Air Force One yields none of the missing passengers, just 
  a ransacked interior devoid of any useful supplies. Although both tribes 
  had come to see what trinkets could be salvaged, neither had time to do 
  so. The absence of weapons and supplies should give the heroes at least 
  some cause for hope.
  gO, mAmmAlS!
  Because your players, as human beings, likely share the anti-reptile 
  prejudice we mammals seem to have hard-wired into our brains, they most 
  likely jump into this fight on the side of the primitive humans. If the heroes 
  are the Reptile League of Freedom, however, there may be…problems. 
  Should your players be more inclined to trust large scaly folk with sharp 
  teeth, you may have to emphasize the Serpent People as the more merciless 
  of the combatants. Regardless of their biological persuasion, the players 
  should be heroic enough to choose the “good guys.”
  
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  Even a warrior force of twenty Serpent People should prove little chal-
  lenge to a team of super heroes. Once the Serpent People are defeated 
  and on the run or captured, the primitive humans gather before their res-
  cuers in obvious deference. Of course, a group without the Comprehend 
  power has some difficulty communicating. Feel free to play this up for 
  comedy, but when the players tire of caveman charades, Zandar of the 
  Lost World arrives to serve as translator.
  Alexander “Zandar” Challenger is the descendant of the explorer 
  from Terra-Prime who discovered the Lost World. Although he dresses 
  and fights as the primitive humans do, he is also educated and speaks 
  English fluently. See page 93 of Freedom City for more information on 
  Zandar and the Lost World.
  Zandar explains the gratitude of the tribesmen, as well as informing 
  them the missing passengers are alive and being well cared for in a 
  nearby village. Zandar tells the heroes that after hearing the strang-
  ers’ plight he traveled the “path” back to Earth-Prime, only to find it no 
  longer led to “Tame World.” Zandar suggests the heroes speak to the 
  “magic woman” he recently discovered in the nearby volcano; she might 
  have an answer. Zandar offers to lead them there.
  The heroes may want to check on the President first. Zandar will lead 
  them and the surviving tribesmen to the village, in the general direction 
  of the volcano sighted as the players entered the clearing. The President 
  and any survivors are alive and well fed, but happy to see rescuers from 
  the world they know. You may want to have the survivors of the two lost 
  AEGIS search teams here as well if you intend to leave the Lost World 
  behind after this adventure, but if you would like follow-up adventures 
  to explore further you could have them scattered across the globe and 
  the heroes must return to find them after getting the President to 
  safety.
  After the joyous reunion, Zandar leads the heroes to Viracochasuyu. 
  This southwesterly journey of several hundred miles up into the Andes 
  Mountains may take weeks if the heroes do not possess high speed 
  movement powers. Zandar does his best to speed the journey using 
  his Animal Empathy to secure animal mounts. You could also include 
  some portions of river travel and its attendant perils for ground-pound-
  ing heroes. By whatever means and at whatever speed, Zandar leads 
  the heroes to the Incan Empire of Viracochasuyu. If you’re interested 
  in stretching the adventure out, you can easily fit in some other events 
  along the journey, especially if the heroes are forced to take it slow.
  Scene three: A hOt  
  time in the lOSt WOrld
  Zandar gets around the Lost World quite a bit, and on his recent travels 
  he saw figures moving along the rim of the active volcano near the 
  village. Climbing up to investigate, he discovered a huge platform sus-
  pended from three massive chains over the caldera. A tall, pale woman 
  clad in golden robes was overseeing a workforce of primitive humans 
  constructing some kind of machinery. She appeared to notice Zandar 
  hiding above the rim, which surprised him, but she made no move 
  against him. When he witnessed her disappear into thin air, Zandar felt 
  it wise to leave.
  When the heroes arrive at the base of the volcano, Zandar returns to 
  the village to keep watch over the stranded visitors. When the heroes 
  arrive at the rim of the volcano, they see the scene exactly as Zandar 
  described it.
  Having been warned of their arrival via Precognition, Morrigu mor-
  phed into a non-threatening and attractive woman. She also disguised 
  the Doom Coil focus via her Illusion powers. If team of heroes contains 
  non-human members, the Illusion makes the proles appear as primitive 
  humans.
  With a gesture, Morrigu opens a teleport portal and steps through, 
  moving from the platform to the rim near the heroes. With a warm smile 
  she introduces herself as Moraine, a mystical, dimension-hopping phi-
  lanthropist.
  If asked about the location of her universe “saving” device, she tells 
  them that it both keeps her safe from any dangerous animals and pro-
  vides energy in a world without power plants.
  She tells the heroes that as she was traveling the omniverse, her mys-
  tic senses detected an impending disaster. She arrived in this reality 
  and spent weeks investigating the cosmic tremors she had felt. She tells 
  them of a power-mad being with an empire of worshipers to the south 
  and his desire to destroy this universe. “Moraine” further explains that 
  his mystical assault on the fabric of this reality threatens the heroes’ as 
  well. She has been trying to assemble a device that would stabilize this 
  reality and stop his mad scheme, but she fears she is running out of 
  time. If the heroes could try to dissuade him, or at the very least delay 
  him so she could complete her life-saving device, two universes would 
  be spared from oblivion!
  “Moraine” explains she does not have the power to face this death-god 
  directly, but she can transport the heroes to the edge of his mountain-
  ous empire. When the heroes are ready she Teleports them to the edge 
  of Viracochasuyu.
  Scene FOur: BlOOd SpOrt
  As the players ascend the peaks of the Lost World’s Andeas, they catch a 
  glimpse of terraced farms cut into the mountainside. On a Notice check 
  (DC 20) they also see several pterodactyls bearing riders descending 
  swiftly towards them. They approach with spears readied, calling out an 
  order to halt in Quechua, which the heroes are unlikely to understand. 
  After a rousing game of charades in which the Incan warriors motion for 
  the heroes to surrender, a fight may break out if they don’t cooperate. 
  Should the heroes decide to fight, they can easily defeat these border 
  guards, but at this range Viracocha senses a threat to his realm and 
  appears to deal with the interlopers. If that happens, he will be far less 
  understanding of their concerns. He then transports them directly to his 
  throne room to begin the questioning.
  There are two Viracochasuyu guard and their pterodactyl mounts, 
  plus one for every player character. 
  At their captors’ insistence, the heroes will be carried aloft on the 
  domesticated pterodactyl mounts. After a short flight, a city will be 
  visible on the horizon and it is clearly their destination. Heroes with 
  Knowledge (history) may make a skill check (DC 20) to recognize the 
  architectural style as Incan. A check result of 15-19 reveals it appears 
  to be prehistoric American but unclear as to whether it is Mayan, Aztec, 
  Incan, etc.
  The pterodactyls bearing the captive heroes descend on 
  the stonework city in the rugged peaks ahead. As a crowd of 
  onlookers gather, the reptiles land in a broad plaza in the cen-
  ter of the city. The guards escort you to the northern end of the 
  plaza, toward what appears to be a temple. The crowd gathers 
  at the base of the stone steps as you are hurriedly led up and 
  into the structure.
  In the large chamber just beyond the doorway, a heavily 
  muscled figure sits upon an elevated throne, a golden crown 
  adorned with sun images atop his brow. He wields a short, 
  
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  ornately-carved staff topped by a glowing crystal. The guards 
  release you and fall prostrate on the stone floor, chanting 
  repeatedly, “Viracocha.”
  He leans forward and says in a booming voice, “Speak, 
  intruders; by your own words shall you be damned or saved! 
  Although the stench of the Deceiver is heavy upon you, I will 
  first let you declare your intent!”
  The heroes may be surprised to understand Viracocha, but as a sun-
  god avatar Comprehend is a fairly pedestrian power. Viracocha is a PL 
  X character (see the Characters section). He leans back and scowls at 
  the heroes as they present their case. Once they have made their plea, 
  Viracocha sneers at them in disgust.
  “You blame me for your troubles? Fools! You serve the 
  Deceiver in your ignorance if not your ambition. We must test 
  your worthiness!”
  The crystal of Viracocha’s staff flares, momentarily blinding 
  you. As your vision clears, you find yourselves on one end of a 
  rectangular stone arena, 40 feet wide and 300 feet long. For 
  the moment, you are unable to take action; a strange paraly-
  sis grips you. Opposite you is an assembly of Incan warriors. 
  By the angle of the sun and the large gathering assembled 
  around the arena it would seem as though hours have passed, 
  but it seems only a moment ago that you stood in the sun 
  temple. Hovering over the center of the arena is Viracocha. His 
  voice booms over the arena.
  “People of Viracochasuyu! These strangers come at the 
  behest of the Phantom Queen; now they must prove their 
  worth!” The crowd roars its approval.
  With a gesture, the Incan warriors on the far end of the arena 
  are bathed in a glow matched by the crystal atop Viracocha’s 
  staff. When the light fades, they are transformed.
  “Show us your merit, outland warriors!” the sun-god’s voice 
  booms as the strange paralysis releases you.
  There is one Incan warrior for every character. The Incan warriors have 
  been empowered to match the player characters, and their Incan cloth-
  ing has been altered to resemble the heroes’ costumes (body paint in 
  place of symbols, ancient style masks and helms, feathers instead of 
  capes, etc.). This may provide a clue to the heroes about the nature of 
  their combatants. Although they have the same powers and ranks as the 
  heroes, they do not have the heroes’ skills, feats (unless necessary to use 
  a power) or experience as a team… well, maybe that last is a level play-
  ing field after all. Also, unless a duplicated power specifically requires 
  hero points, such as Luck Control, the Incans have no hero points.
  Combatants are contained within the arena by a mystical barrier cour-
  tesy of Viracocha. It blocks all attempts to leave, including Burrowing 
  and Teleport (although teleporting within the arena is permitted). Fast 
  movers may find they can be anywhere in the fight in a move action. 
  If you have a large player group, you may want to expand the arena’s 
  size. Although the arena floor is indestructible to prevent weasels from 
  escaping the battle, there are several 400 lb stone blocks for tossing at 
  your enemies.
  During the battle, Viracocha uses his powers as well as his perception 
  to judge the worth of the heroes below. The actions of the heroes are 
  more important than mere victory or defeat. Viracocha heals any injured 
  characters after the battle is over; award a hero point at the event’s 
  conclusion.
  Viracocha smiles broadly as he descends to the arena floor, 
  his earlier disdain absent. “Well fought, outlanders! You are 
  worthy to represent me in battle!”
  With a flash, the arena disappears and you find yourselves 
  back in the throne room of the sun temple.
  The sun-god avatar explains the machinations of Morrigu, including 
  her intentions. Viracocha does not know the specific terminology (i.e. 
  Doom Coil focus), but understands the principles well enough to make 
  plain to the heroes what is at stake. He gravely informs them that she 
  must be stopped and when her infernal device is no more, the portals to 
  Terra-Prime will be restored to normal. Unfortunately, he cannot directly 
  intervene: his powers are tied to Viracochasutyu, away from his domain 
  and people, he is powerless.
  When the heroes are healed and ready, Viracocha teleports them to 
  the final showdown with Morrigu in the caldera of an active volcano; on 
  to Scene Five! But first, award the players a hero point.
  Scene Five: intO the Fire
  With a Notice check (DC 20), the heroes may note the machinery upon 
  the platform looks different somehow; more sinister. And depending on 
  their biology, some may notice a change in the proles’ appearance as 
  well. Morrigu is no longer bothering to disguise her machinations.
  You return to the volcano lair of Morrigu. The pale woman 
  no longer wears soft golden robes, but a gleaming black armor 
  with a large sword belted to her waist. She sneers up at you, 
  calling out, “I see you managed to survive that mountain-
  bound fool! No doubt you think to stop me; but you’re too 
  late!”
  With a gesture, she opens a portal and Omegadrones pour 
  forth to meet you!
  Morrigu convinced a small troop of Omegadrones she is acting on 
  orders from Omega in coming to the Lost World; they’ve been hiding 
  in a nearby cave, awaiting her call. There are three Omegadrones in her 
  troop for every hero. The volcano has kept the focus safe from native 
  peoples and creatures, so they are itching for some action.
  Morrigu does not engage the heroes directly unless they approach her 
  or attempt to attack the Doom Coil focus. She uses her powers to assist 
  the Omegadrones with whichever hero provides the greatest threat.
  The proles slaving away on the machine do not fight, although they 
  have nowhere to flee; climbing the chains over the lava is not in their 
  plans. They scurry for cover given the chance, and do not resist if cap-
  tured. These worker drones are denizens of the Terminus and as such 
  appear to be members of the species that view them (see the Terminus 
  template on page 116 of Worlds of Freedom for details). If the heroes are 
  not all Earth humans this may lead to some confusion, but as heroes 
  they should make every attempt to rescue these hapless captives from 
  the platform, regardless of their appearance.
  The platform beneath the Doom Coil focus only seems to be held 
  aloft by the massive chains (Toughness +12) stretchig to the rim of the 
  volcano. It is actually held up by a combination anti-gravity/energy 
  converter drawing on the geothermal energy of the volcano to power 
  the hover platform as well as the focus. While immune to the heat, the 
  anti-grav mechanism isn’t heavily armored and only has Toughness +5; 
  should it be destroyed, the chains can only sustain the platform’s weight 
  for five rounds (time enough, perhaps, for a heroic rescue of any proles 
  
  A MUTANTS & MASTERMINDS CAPER! 
  IN A STRANGE LAND
  IN A STRANGE LAND
  7
  still aboard). If one of the chains is already broken, reduce this time to 2 
  rounds; if two or more of the chains are broken when the anti-grav unit 
  is destroyed, someone’s taking a header into hot lava! Notice checks 
  aren’t required to be aware of the groaning and twisting of the massive 
  chains on their way to the shatter point.
  The Doom Coil focus, while capable of destroying universes when 
  properly aligned, is not designed to withstand direct assault, having 
  Toughness +10. Heroes who spend three rounds examining the focus 
  can make a Disable Device, Knowledge (technology), or Craft (mechani-
  cal) skill check (DC 25) and find a vital component to attack, reducing 
  the Toughness bonus to +5.
  The intense heat in the volcano’s caldera requires a Fortitude save 
  every minute, DC 10 +1 for every previous check, per Mutants & 
  Masterminds, pages 167-168. Immunity to heat negates the need for 
  this check. Exposure to lava deals +2 lethal damage per round and total 
  immersion deals +20 damage per round; Immunity to heat or fire pre-
  vents damage but not suffocation in the event of immersion.
  yOu SAy yOu WAnt A reSOlutiOn
  All the pieces are on the board, and now it falls to strategy and luck to 
  decide the outcome. Unless you are planning to destroy the Freedom-
  verse, Morrigu’s triumph is not in the cards. But even if the heroes 
  are victorious in battle, you may not want them to take the would-be 
  destroyer into custody. Here are several options for ending the adven-
  ture.
  If things are going badly for the heroes, Viracocha could intervene. 
  This is not a recommended solution; after all, he went to all that trouble 
  to test his champions before sending them off to battle in his stead.
  A better solution for turning the tide comes from the ranks of the 
  Omegadrones. During the battle, Morrigu is so concerned with stopping 
  the heroes trying to derail her plot that her mental influence on her bor-
  rowed troops slips and the Omegadrones are contacted by the Lord of 
  the Terminus. Omega is less than pleased, to say the least; Terra-Prime is 
  his to destroy, and no one else’s! Either during the battle or before the 
  shape-shifting charlatan can dispatch the defeated heroes the drones 
  will turn on Morrigu.
  Along that line of thought, if you have Worlds of Freedom (and if you 
  don’t, why are you sitting here reading? To the store!), rather than have 
  the Omegadrones shake off Morrigu’s influence, the Annihilists could 
  show up to retrieve the usurper and her stolen property. This will play 
  as a nice bit of foreshadowing if you plan to have the players face the 
  Annihilists later in the series.
  Similarly, Omega could show up in person to address this breach of 
  protocol and collect his things. Again, this makes for a cinematic piece 
  of foreshadowing if you plan to feature Omega later in the campaign, 
  but you may want to reconsider having him show up too often. Part 
  of the mystique of the Lord of the Terminus is that when he shows up, 
  worlds die. Villains of this caliber should never be “old hat” to the play-
  ers.
  If you’re more into karma, perhaps a volcanic eruption could save the 
  day and overflow the Doom Coil focus. The energy converter may pro-
  tect the underside of the platform from the heat, but the Doom Coil 
  focus could be done in by a lava bath.
  epilOgue: hOme AgAin
  By whatever means, the fate of two universes has been decided; time 
  to collect the survivors and get back to civilization. The heroes should 
  return to the nearby village and collect the President and his surviving 
  staff. As Viracocha predicted, once the Doom Coil focus is out of com-
  mission the portal is restored to its normal place. Zandar can lead the 
  outworlders home.
  Any proles the heroes rescued have no desire to return to the Terminus. 
  Although they will accompany the heroes back to Freedom City, they 
  would be just as happy to remain in the Lost World and start a new life. It 
  may be a savage world, but it’s a picnic after a lifetime in the Terminus.
  The heroes have obviously made an impression on the primitive 
  humans who have been safeguarding the President. Before leading 
  them home, Zandar shows the heroes the recently crafted cave painting 
  of a large silver bird, injured, surrounded by figures representing the 
  tribe and their Serpent People foes. The next series of paintings shows 
  all the Serpent People lying down, scattered around towering figures 
  whose image is an obvious representation of the heroes.
  If you are finished with the Lost World, you may want the two missing 
  AEGIS search teams locate the President while the heroes were busy sav-
  ing the universe. But there’s so much more to see here; Atlantean ruins, 
  Nova Roma… maybe the local fauna didn’t have enough opportunity 
  to dine on super heroes! After getting the President safely through the 
  portal, you may want further adventures in the Lost World to find those 
  missing agents. And your heroes still have to decide how much they 
  want to reveal about this hidden world to the authorities back home.
  chArActerS
  The characters for In a Strange Land and their game statistics are pre-
  sented here in the order of their appearance.
  Agent Phil S. WAterS
  Agent Waters is a Gemini who loves bass fishing, small engine repair 
  and… who cares?!? This guy is only there to fly the heroes to the Lost 
  World and die in a loud and grotesque manner. Just in case you need 
  stats for this one-trick pony, use the government agent on page 227 of 
  the core rulebook.
  Primitive humAn tribeSmen
  The human inhabitants of the Lost World are a hardy lot, as they must 
  be to survive in such savage surroundings.
  SerPent PerSon (SAvAge)
  Whether they are native to the Lost World reality or descended from the 
  Lemurian stock of Terra-Prime is unknown, but these barbarous reptiles 
  are just as unfriendly as their otherworldly kin.
  ZAndAr of the loSt World
  Alexander “Zandar” Challenger is a man of two worlds, born and raised 
  in the Lost World as royalty, descended from good English stock of 
  Earth. Zandar has visited Earth on several occasions, but considers the 
  Lost World his true home.
  The Jungle Lord is a forceful presence, a necessary survival trait on his 
  home world. He tends to speak to animals much as he would to anyone 
  else, and they respond to him in kind. Zandar is 6’2”, powerfully built 
  and perfectly proportioned. He has brown eyes and shoulder-length 
  black hair and rarely ever wears more than a loincloth, hide boots, and a 
  necklace of dinosaur teeth.
  ProleS
  These poor dregs of the Terminus have been “persuaded” to assemble a 
  Doom Coil focus for Morrigu. As if slaving away in an active volcano to 
  
  8
  IN A STRANGE LAND
  IN A STRANGE LAND 
  A MUTANTS & MASTERMINDS CAPER!
  mOrrigu 
  pl 9
  assemble the enormous device, she intends to leave them behind when 
  she activates it. Good thing the heroes are here to save the day.
  incAn guArd
  For the arena battle in which the heroes must prove their worth to 
  Viracocha, simply apply the heroes’ powers and ranks to the stats for 
  the Incan guards. If the characters are particularly powerful, you may 
  want to transpose their ability scores as well, but they should have some 
  advantage over these temporarily empowered Incans.
  These Incan warriors patrol their mountain empire’s borders from the 
  backs of their domesticated pterodactyl mounts. The pterodactyls can 
  be used solo as “wild” variants to menace a team of flying heroes.
  virAcochA
  Viracocha is the avatar of the Incan sun-god who serves as the pro-
  tectors of the Lost World’s empire of Viracochasuyu. He is a  PL X 
  character, discussed on page 211 of the Mutants & Masterminds core 
  rulebook.
  omegAdroneS
  The shock troops of Omega, these fearless flying marauders have sown 
  terror across the omniverse. A little mental manipulation from Morrigu 
  has led a small troop to the Lost World as back-up for her intended anni-
  hilation of Terra-Prime’s universe. While under her control they have not 
  been checking in with Omega.
  Old crOne 
  20 pOintS
  Powers: Nauseate 5 (Extra: Ranged), Protection 5
  WArriOr WOmAn 
  24 pOintS
  Feats: Attractive 2, Distract, Takedown Attack
  Powers: Protection 5 (Impervious) – black armor, Strike 5 
  (Mighty) – a sword
  crOW (medium-Sized) 
  22 pOintS
  Feat: Move-by Action
  Powers: Flight 3 (50 mph), Protection 5, Strike 5 (Mighty) – 
  claws or beak
  Str
  Dex
  Con
  Int
  WIS
  Cha
  +5
  +4
  +3
  +7
  +4
  +3
  20
  18
  16
  25
  18
  16
  toughneSS
  FortItuDe
  reFlex
  WIll
  +3
  +8
  +9
  +9
  Skills: Bluff 6 (+9), Notice 8 (+12), Sense Motive 10 (+13), Stealth 
  8 (+12)
  Feats: Elusive Target, Improved Initiative
  Powers: 
  Comprehend 3 (all languages, animals)
  Illusion 10 (all senses; Free Action; Progression 4 [100 ft radius])
  Mind Control 5 (Conscious; Mental Link, Subtle)
  Shapeshift 5
  Super-Movement 3 (Dimensional Movement [any])
  Super-Senses 4 (precognition)
  Teleport	8 (Change Direction, Change Velocity, Easy, Turnabout; 
  Alternate Power: Teleport	6 [Portal; Easy])
  Combat: Attack +8, Grapple +13, Damage +5, Defense +8, 
  Knockback –1, Initiative +8
  Abilities	53	+	Skills	8	(32	ranks)	+	Feats	2	+	Powers	145	+	Combat	16	+	
  Saves	15	=	Total	239
  This ancient trickster has been causing trouble across the omniverse 
  for as long as she can remember. Although she does enjoy the thrill of 
  battle, she also delights in defeating her foes by deception.
  A shapeshifter, her favorite appearances are a beautiful if pale war-
  rior woman in black, a withered old hag or a giant raven. She also has 
  impressive illusion and mental persuasion abilities.
  Through the use of her wiles and mental abilities, she has co-opted a work-
  force of proles and a troop of Omegadrones. Her intention is to win Omega’s 
  favor by destroying the universe he finds so troublesome. Unfortunately for 
  her, the Lord of the Terminus doesn’t favor ambition in his courtiers.
  Although Morrigu’s Shapeshifting is unlimited, below are her three 
  “favorite” forms. Any unspent points will be devoted to conditional cir-
  cumstances, say for instance Immunity (heat) when in a volcano. Where 
  appropriate the appearance of the form that explains the temporary 
  power is noted.
  
  A MUTANTS & MASTERMINDS CAPER! 
  IN A STRANGE LAND
  IN A STRANGE LAND
  9
  primitive humAn triBeSmen 
  pl 2
  Str 14
  Dex 12
  Con	16
  Int 10
  Wis 10
  Cha	8
  Skills: Craft (artistic) 4 (+4), Craft (mechanical) 4 (+4), Craft 
  (structural) 4 (+4), Notice 2 (+2), Stealth 4 (+5), Survival 4 (+4), 
  Swim 2 (+4)
  Feats: Equipment 3
  Equipment: hand axe (+2), spear (+3) 20 ft range increment, stone 
  knife (+1)
  Combat: Attack +2, Damage +2 (punch) or by weapon, Defense 
  +2, Initiative +1
  Saving	Throws: Toughness +3, Fortitude +4, Reflex +1, Will +0
  Abilities	10	+	Skills	6	(24	ranks)	+	Feats	3	+	Combat	8	+	Saves	2	=	 
  Total	29
  Serpent perSOn (SAvAge) 
  pl 2
  Str 13
  Dex 11
  Con 13
  Int	6
  Wis 7
  Cha	8
  Skills: Climb 4 (+5), Escape Artist 4 (+4), Stealth 4 (+4)
  Feats: Improved Initiative
  Powers: Drain Wisdom 5 (Linked to bite, Poison), Protection 1, 
  Super-Senses 2 (darkvision)
  Combat: Attack +2, Grapple +3, Damage +1 (bite, plus Drain), 
  Defense +2, Knockback –1, Initiative +4
  Saving	Throws: Toughness +2, Fortitude +1, Reflex +2, Will +0
  Abilities	–2	+	Skills	3	(12	ranks)	+	Feats	1	+	Powers	13	+	Combat	8	+	
  Saves	4	=	Total	27
  zAndAr 
  pl 9
  Str	18
  Dex 24
  Con	18
  Int 10
  Wis	16
  Cha	18
  Skills: Acrobatics 8 (+15), Climb 10 (+14), Handle Animal 12 (+16), 
  Intimidate 6 (+10), Language 6 (English, Latin, Quechua, plus 
  several tribal languages), Notice 10 (+13), Sense Motive 8 (+11), 
  Stealth 8 (+15), Survival 12 (+15), Swim 8 (+12)
  Feats: Acrobatic Bluff, Animal Empathy, Attack Focus (melee) 
  5, Defensive Roll 2, Dodge Focus 4, Endurance, Equipment, 
  Evasion, Environmental Adaptation (jungle), Favored Environment 
  (jungle), Improved Pin, Luck, Move-by Attack, Power Attack, Rage, 
  Takedown Attack, Track
  Equipment: dagger (+1 damage)
  Powers: Leaping 1, Super-Movement 3 (slow-fall, sure-footed, 
  swinging)
  Combat: Attack +13 (melee), +8 (ranged), Grapple +17, Damage +4 
  (unarmed), +5 (dagger), Defense +11 (+4 flat-footed), Knockback 
  –3, Initiative +7
  Saving	Throws: Toughness +6 (+4 flat-footed), Fortitude +10, 
  Reflex +10, Will +8
  Abilities	44	+	Skills	22	(88	ranks)	+	Feats	25	+	Powers	7	+	Combat	30	+	
  Saves	14	=	Total	142
  prOleS 
  pl 2
  Str 13
  Dex 10
  Con 12
  Int	8
  Wis 10
  Cha	8
  Skills: Profession (choose one) 8 (+8), Survival 8 (+8)
  Feats: Endurance
  Combat: Attack +2, Grapple +3, Damage +1 (unarmed) or with 
  at-hand weapons, Defense +2, Knockback –0, Initiative +0
  Saving	Throws: Toughness +1, Fortitude +5, Reflex +1, Will +0
  Abilities	1	+	Skills	4	(16	ranks)	+	Feats	1	+	Powers	0	+	Combat	8	+	
  Saves	5	=	Total	19
  incAn guArd 
  pl 2
  Str 14
  Dex 12
  Con	16
  Int 10
  Wis 10
  Cha	8
  Skills: Handle Animal 8 (+7), Notice 2 (+2), Ride 4 (+5), Search 4 
  (+4), Stealth 4 (+5), Survival 4 (+4), Swim 2 (+4)
  Feats: Equipment 2, Minion 3
  Equipment: knife (+1), spear (+3, 20 ft. range increment)
  Combat: Attack +2, Damage +2 (punch) or by weapon, Defense 
  +2, Initiative +1
  Saving	Throws: Toughness +3, Fortitude +4, Reflex +1, Will +0
  Abilities	10	+	Skills	7	(28	ranks)	+	Feats	5	+	Combat	8	+	Saves	2	=	Total	32
  Riding PteRodactyl Pl 3 • Minion Rank 3
  Str 14
  Dex	16
  Con 14
  Int 2
  Wis 10
  Cha 10
  Skills: Notice 8 (+8)
  Feats: Attack Focus (melee) 5, Favored Environment 4 (air), Move-
  by Action
  Powers: Flight 2 (25 mph), Growth 4 (Flaw: Permanent, Power 
  Feat: Innate) Super-Senses 3 (visual: accurate, extended 1) 
  Combat: Attack +5 (melee), Grapple +2, Damage +2, Defense +6, 
  Knockback –1, Initiative +3
  Saving	Throws: Toughness +2, Fortitude +4, Reflex +5, Will +3
  Drawbacks: Power Loss (Flight, if wings are immobilized,-2 points)
  Abilities	-6	+	Skills	2	(8	ranks)	+	Feats	10	+	Powers	21	+	Combat	12	+	
  Saves	7	–	Drawbacks	2	=	Total	44
  oMegadRones 
  Pl 6 • Minion Rank 5
  Str 20
  Dex 11
  Con 20
  Int 7
  Wis 10
  Cha	8
  Skills: Intimidate 6 (+5), Notice 2 (+2)
  Powers: Device 4 (armor, hard to lose), Device 3 (power pike, 
  easy to lose) Armor: Flight 3 (50 MPH), Immunity 4 (pressure, 
  suffocation, vacuum), Protection 3 (Impervious), Super-Senses 
  4 (communication link with Omega, darkvision, radio)
  Power Pike: Blast 7 (Alternate Power: Strike 7)
  Combat: Attack +5, Grapple +10, Damage +5 (unarmed), +7 
  (power pike), Defense +4, Knockback –5, Initiative +0
  Saving	Throws: Toughness +8 (+5), Fortitude +5, Reflex +1, Will +0
  Abilities	16	+	Skills	2	(8	ranks)	+	Feats	2	+	Powers	25	+	Combat	18	+	
  Saves	1	=	Total	64
  
  10
  IN A STRANGE LAND
  IN A STRANGE LAND 
  A MUTANTS & MASTERMINDS CAPER!
  licenSe
  OPEN	GAME	LICENSE	Version	1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
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  15.	COPYRIGHT	NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document, Copyright 2000, Wizards of the Coast, Inc., 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original 
  material by E. Gary Gygax and Dave Arneson.
  Modern System Reference Document, Copyright 2002-2004, Wizards of 
  the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles 
  Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney 
  Thompson, and JD Wiker,  based on material by Jonathan Tweet, Monte 
  Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John 
  Tynes, Andy Collins, and JD Wiker.
  Mutants & Masterminds, Copyright 2002, Green Ronin Publishing; Author 
  Steve Kenson.
  Advanced Player’s Manual, Copyright 2005, Green Ronin Publishing: Author 
  Skip Williams.
  Silver Age Sentinels d20, Copyright 2002, Guardians of Order, Inc.; Authors 
  Stephen Kenson, Mark C. Mackinnon, Jeff Mackintosh, Jesse Scoble.
  Freedom City, Copyright 2003, Green Ronin Publishing; Author Steve 
  Kenson.
  Mutants & Masterminds, Second Edition, Copyright 2005, Green Ronin 
  Publishing; Author Steve Kenson.
  Freedom City, Second Edition, Copyright 2005, Green Ronin Publishing; 
  Author Steve Kenson.
  Capers: In A Strange Land, Copyright 2009, Green Ronin Publishing; Author 
  K.G. Carlson.
  
SOURCE: textdata/thevault/Super Hero Games/Mutants & Masterminds/2nd Edition/Mutants & Masterminds - 2nd Edition - Caper #2 - In a Strange Land.pdf